Cataclysm BN
game Class Reference

#include <game.h>

Classes

class  Creature_range
 
class  debug_hour_timer
 
class  draw_callback_t
 
class  monster_range
 
class  non_dead_range
 
class  npc_range
 

Public Member Functions

 game ()
 
 ~game ()
 
void load_static_data ()
 Loads static data that does not depend on mods or similar. More...
 
void load_core_data (loading_ui &ui)
 Loads core dynamic data. More...
 
bool is_core_data_loaded () const
 Returns whether the core data is currently loaded. More...
 
bool check_mod_data (const std::vector< mod_id > &opts, loading_ui &ui)
 Check if mods can be successfully loaded. More...
 
void load_world_modfiles (loading_ui &ui)
 Loads core data and mods from the active world. More...
 
std::string get_player_base_save_path () const
 Base path for saving player data. More...
 
std::string get_world_base_save_path () const
 Base path for saving world data. More...
 
bool load_packs (const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
 Load content packs. More...
 
void on_options_changed ()
 Should be invoked whenever options change. More...
 
void setup ()
 
void serialize (std::ostream &fout)
 Saving and loading functions. More...
 
void unserialize (std::istream &fin)
 
void unserialize_master (std::istream &fin)
 
bool dump_stats (const std::string &what, dump_mode mode, const std::vector< std::string > &opts)
 write statistics to stdout and More...
 
bool save ()
 Returns false if saving failed. More...
 
std::vector< std::string > list_active_characters ()
 Returns a list of currently active character saves. More...
 
void write_memorial_file (const std::string &filename, std::string sLastWords)
 Writes information about the character out to a text file timestamped with the time of the file was made. More...
 
bool cleanup_at_end ()
 
void start_calendar ()
 
bool do_turn ()
 MAIN GAME LOOP. More...
 
shared_ptr_fast< ui_adaptorcreate_or_get_main_ui_adaptor ()
 
void invalidate_main_ui_adaptor () const
 
void mark_main_ui_adaptor_resize () const
 
void draw ()
 
void draw_ter (bool draw_sounds=true)
 
void draw_ter (const tripoint &center, bool looking=false, bool draw_sounds=true)
 
void add_draw_callback (shared_ptr_fast< draw_callback_t > cb)
 
void draw_panels (bool force_draw=false)
 
cata::optional< tripointget_veh_dir_indicator_location (bool next) const
 Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn. More...
 
void draw_veh_dir_indicator (bool next)
 
void vertical_move (int z, bool force, bool peeking=false)
 Moves the player vertically. More...
 
void start_hauling (const tripoint &pos)
 
cata::optional< tripointfind_or_make_stairs (map &mp, int z_after, bool &rope_ladder, bool peeking)
 Returns the other end of the stairs (if any). More...
 
void vertical_shift (int z_after)
 Actual z-level movement part of vertical_move. More...
 
void vertical_notes (int z_before, int z_after)
 Add goes up/down auto_notes (if turned on) More...
 
void use_computer (const tripoint &p)
 Checks to see if a player can use a computer (not illiterate, etc.) and uses if able. More...
 
template<typename T = Creature>
T * critter_by_id (const character_id &id)
 
template<typename T = Creature>
T * critter_at (const tripoint &p, bool allow_hallucination=false)
 Returns the Creature at the given location. More...
 
template<typename T = Creature>
const T * critter_at (const tripoint &p, bool allow_hallucination=false) const
 
template<typename T = Creature>
shared_ptr_fast< T > shared_from (const T &critter)
 Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature). More...
 
size_t num_creatures () const
 Returns the approximate number of creatures in the reality bubble. More...
 
bool update_zombie_pos (const monster &critter, const tripoint &pos)
 Redirects to the creature_tracker update_pos() function. More...
 
void remove_zombie (const monster &critter)
 
void clear_zombies ()
 Redirects to the creature_tracker clear() function. More...
 
bool spawn_hallucination (const tripoint &p)
 Spawns a hallucination at a determined position. More...
 
bool swap_critters (Creature &, Creature &)
 Swaps positions of two creatures. More...
 
Creature_range all_creatures ()
 Returns an anonymous range that contains all creatures. More...
 
monster_range all_monsters ()
 Same as all_creatures but iterators only over monsters. More...
 
npc_range all_npcs ()
 Same as all_creatures but iterators only over npcs. More...
 
std::vector< Creature * > get_creatures_if (const std::function< bool(const Creature &)> &pred)
 Returns all creatures matching a predicate. More...
 
std::vector< npc * > get_npcs_if (const std::function< bool(const npc &)> &pred)
 
Creatureget_creature_if (const std::function< bool(const Creature &)> &pred)
 Returns a creature matching a predicate. More...
 
bool is_empty (const tripoint &p)
 Returns true if there is no player, NPC, or monster on the tile and move_cost > 0. More...
 
bool is_in_sunlight (const tripoint &p)
 Returns true if p is outdoors and it is sunny. More...
 
bool is_sheltered (const tripoint &p)
 Returns true if p is indoors, underground, or in a car. More...
 
bool revive_corpse (const tripoint &p, item &it)
 Revives a corpse at given location. More...
 
void save_cyborg (item *cyborg, const tripoint &couch_pos, player &installer)
 Turns Broken Cyborg monster into Cyborg NPC via surgery. More...
 
bool cancel_activity_query (const std::string &text)
 Asks if the player wants to cancel their activity, and if so cancels it. More...
 
bool cancel_activity_or_ignore_query (distraction_type type, const std::string &text)
 Asks if the player wants to cancel their activity and if so cancels it. More...
 
void moving_vehicle_dismount (const tripoint &dest_loc)
 Handles players exiting from moving vehicles. More...
 
vehicleremoteveh ()
 Returns the current remotely controlled vehicle. More...
 
void setremoteveh (vehicle *veh)
 Sets the current remotely controlled vehicle. More...
 
int assign_mission_id ()
 Returns the next available mission id. More...
 
npcfind_npc (character_id id)
 Find the npc with the given ID. More...
 
void load_npcs ()
 Makes any nearby NPCs on the overmap active. More...
 
void reload_npcs ()
 Unloads, then loads the NPCs. More...
 
const kill_trackerget_kill_tracker () const
 
void add_npc_follower (const character_id &id)
 Add follower id to set of followers. More...
 
void remove_npc_follower (const character_id &id)
 Remove follower id from follower set. More...
 
std::set< character_idget_follower_list ()
 Get set of followers. More...
 
void validate_npc_followers ()
 validate list of followers to account for overmap buffers More...
 
void validate_mounted_npcs ()
 
void validate_linked_vehicles ()
 validate towed vehicles so they get linked up again after a load More...
 
void validate_camps ()
 validate camps to ensure they are on the overmap list More...
 
void autopilot_vehicles ()
 process vehicles that are following the player More...
 
void catch_a_monster (monster *fish, const tripoint &pos, player *p, const time_duration &catch_duration)
 Picks and spawns a random fish from the remaining fish list when a fish is caught. More...
 
std::unordered_set< tripointget_fishable_locations (int distance, const tripoint &fish_pos)
 Get the contiguous fishable locations starting at fish_pos, out to the specificed distance. More...
 
std::vector< monster * > get_fishable_monsters (std::unordered_set< tripoint > &fishable_locations)
 Get the fishable monsters within the provided fishable locations. More...
 
void fling_creature (Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
 Flings the input creature in the given direction. More...
 
float natural_light_level (int zlev) const
 
unsigned char light_level (int zlev) const
 Returns coarse number-of-squares of visibility at the current light level. More...
 
void reset_light_level ()
 
character_id assign_npc_id ()
 
Creatureis_hostile_nearby ()
 
Creatureis_hostile_very_close ()
 
point update_map (player &p)
 
point update_map (int &x, int &y)
 
void update_overmap_seen ()
 
void process_artifact (item &it, player &p)
 
void add_artifact_messages (const std::vector< art_effect_passive > &effects)
 
void add_artifact_dreams ()
 
void peek ()
 
void peek (const tripoint &p)
 
cata::optional< tripointlook_debug ()
 
bool check_zone (const zone_type_id &type, const tripoint &where) const
 
bool check_near_zone (const zone_type_id &type, const tripoint &where) const
 Checks whether or not there is a zone of particular type nearby. More...
 
bool is_zones_manager_open () const
 
void zones_manager ()
 
cata::optional< tripointlook_around ()
 
look_around_result look_around (bool show_window, tripoint &center, const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking, bool is_moving_zone=false, const tripoint &end_point=tripoint_zero)
 
void pre_print_all_tile_info (const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
 
void print_all_tile_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
 
void draw_look_around_cursor (const tripoint &lp, const visibility_variables &cache)
 
void extended_description (const tripoint &p)
 Long description of (visible) things at tile. More...
 
void draw_trail_to_square (const tripoint &t, bool bDrawX)
 
item_location inv_map_splice (item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
 Custom-filtered menu for inventory and nearby items and those that within specified radius. More...
 
bool has_gametype () const
 
special_game_id gametype () const
 
void toggle_fullscreen ()
 
void toggle_pixel_minimap ()
 
void reload_tileset ()
 
void temp_exit_fullscreen ()
 
void reenter_fullscreen ()
 
void zoom_in ()
 
void zoom_out ()
 
void reset_zoom ()
 
void set_zoom (int level)
 
int get_zoom () const
 
int get_moves_since_last_save () const
 
int get_user_action_counter () const
 
bool take_screenshot (const std::string &file_path) const
 Saves a screenshot of the current viewport, as a PNG file, to the given location. More...
 
bool take_screenshot () const
 Saves a screenshot of the current viewport, as a PNG file. More...
 
int get_levx () const
 The top left corner of the reality bubble (in submaps coordinates). More...
 
int get_levy () const
 
int get_levz () const
 
void load_map (const tripoint &pos_sm)
 Load the main map at given location, see map::load, in global, absolute submap coordinates. More...
 
void load_map (const tripoint_abs_sm &pos_sm)
 
overmapget_cur_om () const
 The overmap which contains the center submap of the reality bubble. More...
 
std::vector< npc * > allies ()
 Get all living player allies. More...
 
void set_driving_view_offset (const point &p)
 
void calc_driving_offset (vehicle *veh=nullptr)
 
void open_gate (const tripoint &p)
 
void knockback (const tripoint &s, const tripoint &t, int force, int stun, int dam_mult)
 
void knockback (std::vector< tripoint > &traj, int stun, int dam_mult)
 
void draw_bullet (const tripoint &t, int i, const std::vector< tripoint > &trajectory, char bullet)
 
void draw_hit_mon (const tripoint &p, const monster &m, bool dead=false)
 
void draw_hit_player (const Character &p, int dam)
 
void draw_line (const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
 
void draw_line (const tripoint &p, const std::vector< tripoint > &points)
 
void draw_weather (const weather_printable &wPrint)
 
void draw_sct ()
 
void draw_zones (const tripoint &start, const tripoint &end, const tripoint &offset)
 
void draw_critter (const Creature &critter, const tripoint &center)
 
void draw_critter_highlighted (const Creature &critter, const tripoint &center)
 
void draw_cursor (const tripoint &p)
 
void draw_highlight (const tripoint &p)
 
void draw_radiation_override (const tripoint &p, int rad)
 
void draw_terrain_override (const tripoint &p, const ter_id &id)
 
void draw_furniture_override (const tripoint &p, const furn_id &id)
 
void draw_graffiti_override (const tripoint &p, bool has)
 
void draw_trap_override (const tripoint &p, const trap_id &id)
 
void draw_field_override (const tripoint &p, const field_type_id &id)
 
void draw_item_override (const tripoint &p, const itype_id &id, const mtype_id &mid, bool hilite)
 
void draw_vpart_override (const tripoint &p, const vpart_id &id, int part_mod, units::angle veh_dir, bool hilite, const point &mount)
 
void draw_below_override (const tripoint &p, bool draw)
 
void draw_monster_override (const tripoint &p, const mtype_id &id, int count, bool more, Creature::Attitude att)
 
bool is_in_viewport (const tripoint &p, int margin=0) const
 
bool check_safe_mode_allowed (bool repeat_safe_mode_warnings=true)
 Check whether movement is allowed according to safe mode settings. More...
 
void set_safe_mode (safe_mode_type mode)
 
void exam_vehicle (vehicle &veh, const point &cp=point_zero)
 open vehicle interaction screen More...
 
bool forced_door_closing (const tripoint &p, const ter_id &door_type, int bash_dmg)
 
bool load (const std::string &world)
 Attempt to load first valid save (if any) in world. More...
 
bool npc_menu (npc &who)
 Returns true if the menu handled stuff and player shouldn't do anything else. More...
 
bool phasing_move (const tripoint &dest, bool via_ramp=false)
 
bool walk_move (const tripoint &dest, bool via_ramp=false)
 
void on_move_effects ()
 
point place_player (const tripoint &dest)
 
void place_player_overmap (const tripoint_abs_omt &om_dest)
 
unsigned int get_seed () const
 
void set_npcs_dirty ()
 If invoked, NPCs will be reloaded before next turn. More...
 
void set_critter_died ()
 If invoked, dead will be cleaned this turn. More...
 
void mon_info (const catacurses::window &, int hor_padding=0)
 
void mon_info_update ()
 
void cleanup_dead ()
 
bool is_dangerous_tile (const tripoint &dest_loc) const
 
std::vector< std::string > get_dangerous_tile (const tripoint &dest_loc) const
 
bool prompt_dangerous_tile (const tripoint &dest_loc) const
 
void despawn_monster (monster &critter)
 Despawn a specific monster, it's stored on the overmap. More...
 
void win ()
 Marks the game as won. More...
 
bool disable_robot (const tripoint &p)
 If there is a robot (that can be disabled), query the player and try to disable it. More...
 
void draw_pixel_minimap (const catacurses::window &w)
 
void quicksave ()
 
void disp_NPCs ()
 
void list_missions ()
 
event_busevents ()
 
stats_trackerstats ()
 
memorial_loggermemorial ()
 
spell_eventsspell_events_subscriber ()
 
void display_toggle_overlay (action_id)
 
bool display_overlay_state (action_id)
 
void toggle_debug_hour_timer ()
 
tripoint mouse_edge_scrolling_terrain (input_context &ctxt)
 Used to implement mouse "edge scrolling". More...
 
tripoint mouse_edge_scrolling_overmap (input_context &ctxt)
 This variant is suitable for the overmap. More...
 
void shift_destination_preview (const point &delta)
 
bool slip_down ()
 Checks if player is able to successfully climb to/from some terrain and not slip down. More...
 
monsterplace_critter_at (const mtype_id &id, const tripoint &p)
 Adds critters to the reality bubble, creating them if necessary. More...
 
monsterplace_critter_at (const shared_ptr_fast< monster > &mon, const tripoint &p)
 
monsterplace_critter_around (const mtype_id &id, const tripoint &center, int radius)
 
monsterplace_critter_around (const shared_ptr_fast< monster > &mon, const tripoint &center, int radius, bool forced=false)
 
monsterplace_critter_within (const mtype_id &id, const tripoint_range< tripoint > &range)
 
monsterplace_critter_within (const shared_ptr_fast< monster > &mon, const tripoint_range< tripoint > &range)
 

Public Attributes

mapm
 
avataru
 
scent_mapscent
 
timed_event_managertimed_events
 
pimpl< Creature_trackercritter_tracker
 
pimpl< faction_managerfaction_manager_ptr
 
pimpl< drop_token_providertoken_provider_ptr
 
quit_status uquit
 Used in main.cpp to determine what type of quit is being performed. More...
 
bool new_game = false
 True if the game has just started or loaded, else false. More...
 
const scenarioscen
 
std::vector< monstercoming_to_stairs
 
int monstairz = 0
 
tripoint ter_view_p
 
catacurses::window w_terrain
 
catacurses::window w_overmap
 
catacurses::window w_omlegend
 
catacurses::window w_minimap
 
catacurses::window w_pixel_minimap
 
point driving_view_offset
 
bool debug_pathfinding = false
 
bool debug_submap_grid_overlay = false
 
Creaturedisplaying_visibility_creature
 Creature for which to display the visibility map. More...
 
int displaying_lighting_condition = 0
 Type of lighting condition overlay to display. More...
 
bool show_panel_adm = false
 
bool right_sidebar = false
 
bool fullscreen = false
 
bool was_fullscreen = false
 
bool auto_travel_mode = false
 
bool queue_screenshot = false
 
safe_mode_type safe_mode
 
int turnssincelastmon = 0
 
int mostseen = 0
 

Protected Member Functions

void load_data_from_dir (const std::string &path, const std::string &src, loading_ui &ui)
 Loads dynamic data from the given directory. More...
 

Private Types

enum class  vmenu_ret : int { CHANGE_TAB , QUIT , FIRE }
 

Private Member Functions

void unload_npcs ()
 Unloads all NPCs. More...
 
bool load (const save_t &name)
 
void load_master ()
 
bool start_game ()
 
bool save_factions_missions_npcs ()
 
void reset_npc_dispositions ()
 
void serialize_master (std::ostream &fout)
 
bool save_artifacts ()
 
bool save_maps ()
 
void init_autosave ()
 
void create_starting_npcs ()
 
vehicleplace_vehicle_nearby (const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
 
void list_items_monsters ()
 
game::vmenu_ret list_items (const std::vector< map_item_stack > &item_list)
 
std::vector< map_item_stackfind_nearby_items (int iRadius)
 
void reset_item_list_state (const catacurses::window &window, int height, bool bRadiusSort)
 
game::vmenu_ret list_monsters (const std::vector< Creature * > &monster_list)
 
bool grabbed_move (const tripoint &dp)
 Check for dangerous stuff at dest_loc, return false if the player decides not to step there. More...
 
bool grabbed_veh_move (const tripoint &dp)
 
bool grabbed_furn_move (const tripoint &dp)
 
void control_vehicle ()
 
void examine (const tripoint &p)
 
void examine ()
 
void pickup ()
 
void pickup (const tripoint &p)
 
void pickup_feet ()
 
void drop ()
 
void drop_in_direction ()
 
void butcher ()
 
void chat ()
 
void print_fields_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_terrain_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
 
void print_trap_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_creature_info (const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_vehicle_info (const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_visibility_info (const catacurses::window &w_look, int column, int &line, visibility_type visibility)
 
void print_items_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_graffiti_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
input_context get_player_input (std::string &action)
 
void replace_stair_monsters ()
 
void update_stair_monsters ()
 
void shift_monsters (const tripoint &shift)
 Shift all active monsters, the shift vector is the number of shifted submaps. More...
 
void perhaps_add_random_npc ()
 
void monmove ()
 
void overmap_npc_move ()
 
void process_voluntary_act_interrupt ()
 
void process_activity ()
 
void handle_key_blocking_activity ()
 
void open_consume_item_menu ()
 
bool handle_action ()
 
bool try_get_right_click_action (action_id &act, const tripoint &mouse_target)
 
bool try_get_left_click_action (action_id &act, const tripoint &mouse_target)
 
void item_action_menu ()
 
bool is_game_over ()
 
void death_screen ()
 
void win_screen ()
 
void draw_minimap ()
 
void autosave ()
 
void quickload ()
 
bool handle_mouseview (input_context &ctxt, std::string &action)
 
void display_faction_epilogues ()
 
void disp_NPC_epilogues ()
 
void display_scent ()
 
void display_temperature ()
 
void display_vehicle_ai ()
 
void display_visibility ()
 
void display_lighting ()
 
void display_radiation ()
 
void display_transparency ()
 
Creatureis_hostile_within (int distance)
 
void move_save_to_graveyard (const std::string &dirname)
 
bool save_player_data ()
 
std::pair< tripoint, tripointmouse_edge_scrolling (input_context &ctxt, int speed, const tripoint &last, bool iso)
 

Private Attributes

bool is_looking = false
 
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
 
cata::optional< action_iddisplaying_overlays
 
class game::debug_hour_timer debug_hour_timer
 
pimpl< mapmap_ptr
 
pimpl< avataru_ptr
 
pimpl< live_viewliveview_ptr
 
live_viewliveview
 
pimpl< scent_mapscent_ptr
 
pimpl< timed_event_managertimed_event_manager_ptr
 
pimpl< event_busevent_bus_ptr
 
pimpl< stats_trackerstats_tracker_ptr
 
pimpl< achievements_trackerachievements_tracker_ptr
 
pimpl< kill_trackerkill_tracker_ptr
 
pimpl< memorial_loggermemorial_logger_ptr
 
pimpl< spell_eventsspell_events_ptr
 
pimpl< distribution_grid_trackergrid_tracker_ptr
 
pimpl< weather_managerweather_manager_ptr
 
shared_ptr_fast< playeru_shared_ptr
 
catacurses::window w_terrain_ptr
 
catacurses::window w_minimap_ptr
 
std::string sFilter
 
std::string list_item_upvote
 
std::string list_item_downvote
 
bool safe_mode_warning_logged = false
 
bool bVMonsterLookFire = false
 
character_id next_npc_id
 
std::list< shared_ptr_fast< npc > > active_npc
 
int next_mission_id = 0
 
std::set< character_idfollower_ids
 
int moves_since_last_save = 0
 
time_t last_save_timestamp
 
std::array< float, OVERMAP_LAYERSlatest_lightlevels
 
time_point remoteveh_cache_time
 
vehicleremoteveh_cache
 
bool npcs_dirty = false
 Has a NPC been spawned since last load? More...
 
bool critter_died = false
 Has anything died in this turn and needs to be cleaned up? More...
 
bool first_redraw_since_waiting_started = true
 Is this the first redraw since waiting (sleeping or activity) started. More...
 
bool zones_manager_open = false
 Is Zone manager open or not - changes graphics of some zone tiles. More...
 
std::unique_ptr< special_gamegamemode
 
int user_action_counter = 0
 
int tileset_zoom = 0
 How far the tileset should be zoomed out, 16 is default. More...
 
unsigned int seed = 0
 Seed for all the random numbers that should have consistent randomness (weather). More...
 
std::vector< tripointdestination_preview
 
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
 
tripoint last_mouse_edge_scroll_vector_terrain
 
tripoint last_mouse_edge_scroll_vector_overmap
 
weak_ptr_fast< ui_adaptormain_ui_adaptor
 
std::unique_ptr< static_popupwait_popup
 

Friends

class editmap
 
class advanced_inventory
 
class main_menu
 
class monster_range
 
class Creature_range
 
distribution_grid_trackerget_distribution_grid_tracker ()
 Returns distribution grid tracker that is a part of the global game *g. More...
 
mapget_map ()
 
Characterget_player_character ()
 
avatarget_avatar ()
 
weather_managerget_weather ()
 

Detailed Description

Definition at line 143 of file game.h.

Member Enumeration Documentation

◆ vmenu_ret

enum class game::vmenu_ret : int
strongprivate
Enumerator
CHANGE_TAB 
QUIT 
FIRE 

Definition at line 790 of file game.h.

790 : int {
791 CHANGE_TAB,
792 QUIT,
793 FIRE, // Who knew, apparently you can do that in list_monsters
794 };

Constructor & Destructor Documentation

◆ game()

game::game ( )

Definition at line 288 of file game.cpp.

288 :
290 scent_ptr( *this ),
293 m( *map_ptr ),
294 u( *u_ptr ),
295 scent( *scent_ptr ),
297 uquit( QUIT_NO ),
298 new_game( false ),
300 mostseen( 0 ),
303 next_npc_id( 1 ),
304 next_mission_id( 1 ),
308 seed( 0 ),
309 last_mouse_edge_scroll( std::chrono::steady_clock::now() )
310{
318 world_generator = std::make_unique<worldfactory>();
319 // do nothing, everything that was in here is moved to init_data() which is called immediately after g = new game; in main.cpp
320 // The reason for this move is so that g is not uninitialized when it gets to installing the parts into vehicles.
321}
void subscribe(event_subscriber *)
Definition: event_bus.cpp:39
int mostseen
Definition: game.h:1044
pimpl< spell_events > spell_events_ptr
Definition: game.h:979
safe_mode_type safe_mode
Definition: game.h:1041
bool safe_mode_warning_logged
Definition: game.h:1055
pimpl< timed_event_manager > timed_event_manager_ptr
Definition: game.h:973
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
Definition: game.h:1089
quit_status uquit
Used in main.cpp to determine what type of quit is being performed.
Definition: game.h:999
event_bus & events()
Definition: game.cpp:2851
pimpl< stats_tracker > stats_tracker_ptr
Definition: game.h:975
character_id next_npc_id
Definition: game.h:1057
pimpl< kill_tracker > kill_tracker_ptr
Definition: game.h:977
void reset_light_level()
Definition: game.cpp:3695
pimpl< memorial_logger > memorial_logger_ptr
Definition: game.h:978
shared_ptr_fast< player > u_shared_ptr
Definition: game.h:1046
pimpl< map > map_ptr
Definition: game.h:968
bool first_redraw_since_waiting_started
Is this the first redraw since waiting (sleeping or activity) started.
Definition: game.h:1072
pimpl< live_view > liveview_ptr
Definition: game.h:970
pimpl< achievements_tracker > achievements_tracker_ptr
Definition: game.h:976
pimpl< scent_map > scent_ptr
Definition: game.h:972
timed_event_manager & timed_events
Definition: game.h:987
unsigned int seed
Seed for all the random numbers that should have consistent randomness (weather).
Definition: game.h:1084
int next_mission_id
Definition: game.h:1059
bool new_game
True if the game has just started or loaded, else false.
Definition: game.h:1001
pimpl< distribution_grid_tracker > grid_tracker_ptr
Definition: game.h:980
map & m
Definition: game.h:984
avatar & u
Definition: game.h:985
scent_map & scent
Definition: game.h:986
int user_action_counter
Definition: game.h:1078
live_view & liveview
Definition: game.h:971
int tileset_zoom
How far the tileset should be zoomed out, 16 is default.
Definition: game.h:1081
pimpl< avatar > u_ptr
Definition: game.h:969
time_point remoteveh_cache_time
Definition: game.h:1065
static void achievement_attained(const achievement *a)
Definition: game.cpp:281
static constexpr int DEFAULT_TILESET_ZOOM
Definition: game.h:41
@ SAFE_MODE_ON
Definition: game.h:78
@ QUIT_NO
Definition: game.h:68
mapbuffer MAPBUFFER
Definition: mapbuffer.cpp:40
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
For use with smart pointers when you don't actually want the deleter to do anything.
Definition: cata_utility.h:28
std::unique_ptr< worldfactory > world_generator

References achievements_tracker_ptr, events(), first_redraw_since_waiting_started, kill_tracker_ptr, memorial_logger_ptr, reset_light_level(), spell_events_ptr, stats_tracker_ptr, event_bus::subscribe(), and world_generator.

◆ ~game()

game::~game ( )
default

Member Function Documentation

◆ add_artifact_dreams()

void game::add_artifact_dreams ( )

Definition at line 11888 of file game.cpp.

11889{
11890 //If player is sleeping, get a dream from a carried artifact
11891 //Don't need to check that player is sleeping here, that's done before calling
11892 std::list<item *> art_items = g->u.get_artifact_items();
11893 std::vector<item *> valid_arts;
11894 std::vector<std::vector<std::string>>
11895 valid_dreams; // Tracking separately so we only need to check its req once
11896 //Pull the list of dreams
11897 add_msg( m_debug, "Checking %s carried artifacts", art_items.size() );
11898 for( auto &it : art_items ) {
11899 //Pick only the ones with an applicable dream
11900 const cata::value_ptr<islot_artifact> &art = it->type->artifact;
11901 if( art && art->charge_req != ACR_NULL &&
11902 ( it->ammo_remaining() < it->ammo_capacity() ||
11903 it->ammo_capacity() == 0 ) ) { //or max 0 in case of wacky mod shenanigans
11904 add_msg( m_debug, "Checking artifact %s", it->tname() );
11905 if( check_art_charge_req( *it ) ) {
11906 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11907 if( art->dream_freq_met > 0 && x_in_y( art->dream_freq_met, 100 ) ) {
11908 add_msg( m_debug, "Adding met dream from %s", it->tname() );
11909 valid_arts.push_back( it );
11910 valid_dreams.push_back( art->dream_msg_met );
11911 }
11912 } else {
11913 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11914 if( art->dream_freq_unmet > 0 && x_in_y( art->dream_freq_unmet, 100 ) ) {
11915 add_msg( m_debug, "Adding unmet dream from %s", it->tname() );
11916 valid_arts.push_back( it );
11917 valid_dreams.push_back( art->dream_msg_unmet );
11918 }
11919 }
11920 }
11921 }
11922 if( !valid_dreams.empty() ) {
11923 add_msg( m_debug, "Found %s valid artifact dreams", valid_dreams.size() );
11924 const int selected = rng( 0, valid_arts.size() - 1 );
11925 auto it = valid_arts[selected];
11926 auto msg = random_entry( valid_dreams[selected] );
11927 const std::string &dream = string_format( _( msg ), it->tname() );
11928 add_msg( dream );
11929 } else {
11930 add_msg( m_debug, "Didn't have any dreams, sorry" );
11931 }
11932}
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
@ ACR_NULL
Definition: artifact.h:79
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
@ m_debug
Definition: enums.h:264
std::unique_ptr< game > g
Definition: game.cpp:271
bool check_art_charge_req(item &it)
Definition: game.cpp:11591
void add_msg(std::string msg)
Definition: messages.cpp:884
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
std::string string_format(std::string format, Args &&...args)
Simple wrapper over string_formatter::parse.
#define _(msg)
Definition: translations.h:116

References _, ACR_NULL, add_msg(), check_art_charge_req(), g, m_debug, random_entry(), rng(), string_format(), and x_in_y().

Referenced by do_turn().

◆ add_artifact_messages()

void game::add_artifact_messages ( const std::vector< art_effect_passive > &  effects)

Definition at line 11710 of file game.cpp.

11711{
11712 int net_str = 0;
11713 int net_dex = 0;
11714 int net_per = 0;
11715 int net_int = 0;
11716 int net_speed = 0;
11717
11718 for( auto &i : effects ) {
11719 switch( i ) {
11720 case AEP_STR_UP:
11721 net_str += 4;
11722 break;
11723 case AEP_DEX_UP:
11724 net_dex += 4;
11725 break;
11726 case AEP_PER_UP:
11727 net_per += 4;
11728 break;
11729 case AEP_INT_UP:
11730 net_int += 4;
11731 break;
11732 case AEP_ALL_UP:
11733 net_str += 2;
11734 net_dex += 2;
11735 net_per += 2;
11736 net_int += 2;
11737 break;
11738 case AEP_STR_DOWN:
11739 net_str -= 3;
11740 break;
11741 case AEP_DEX_DOWN:
11742 net_dex -= 3;
11743 break;
11744 case AEP_PER_DOWN:
11745 net_per -= 3;
11746 break;
11747 case AEP_INT_DOWN:
11748 net_int -= 3;
11749 break;
11750 case AEP_ALL_DOWN:
11751 net_str -= 2;
11752 net_dex -= 2;
11753 net_per -= 2;
11754 net_int -= 2;
11755 break;
11756
11757 case AEP_SPEED_UP:
11758 net_speed += 20;
11759 break;
11760 case AEP_SPEED_DOWN:
11761 net_speed -= 20;
11762 break;
11763
11764 case AEP_PBLUE:
11765 break; // No message
11766
11767 case AEP_SNAKES:
11768 add_msg( m_warning, _( "Your skin feels slithery." ) );
11769 break;
11770
11771 case AEP_INVISIBLE:
11772 add_msg( m_good, _( "You fade into invisibility!" ) );
11773 break;
11774
11775 case AEP_CLAIRVOYANCE:
11777 add_msg( m_good, _( "You can see through walls!" ) );
11778 break;
11779
11781 add_msg( m_good, _( "You can see through everything!" ) );
11782 break;
11783
11784 case AEP_STEALTH:
11785 add_msg( m_good, _( "Your steps stop making noise." ) );
11786 break;
11787
11788 case AEP_GLOW:
11789 add_msg( _( "A glow of light forms around you." ) );
11790 break;
11791
11792 case AEP_PSYSHIELD:
11793 add_msg( m_good, _( "Your mental state feels protected." ) );
11794 break;
11795
11797 add_msg( m_good, _( "You feel insulated." ) );
11798 break;
11799
11800 case AEP_CARRY_MORE:
11801 add_msg( m_good, _( "Your back feels strengthened." ) );
11802 break;
11803
11804 case AEP_FUN:
11805 add_msg( m_good, _( "You feel a pleasant tingle." ) );
11806 break;
11807
11808 case AEP_HUNGER:
11809 add_msg( m_warning, _( "You feel hungry." ) );
11810 break;
11811
11812 case AEP_THIRST:
11813 add_msg( m_warning, _( "You feel thirsty." ) );
11814 break;
11815
11816 case AEP_EVIL:
11817 add_msg( m_warning, _( "You feel an evil presence…" ) );
11818 break;
11819
11820 case AEP_SCHIZO:
11821 add_msg( m_bad, _( "You feel a tickle of insanity." ) );
11822 break;
11823
11824 case AEP_RADIOACTIVE:
11825 add_msg( m_warning, _( "Your skin prickles with radiation." ) );
11826 break;
11827
11828 case AEP_MUTAGENIC:
11829 add_msg( m_bad, _( "You feel your genetic makeup degrading." ) );
11830 break;
11831
11832 case AEP_ATTENTION:
11833 add_msg( m_warning, _( "You feel an otherworldly attention upon you…" ) );
11834 break;
11835
11836 case AEP_FORCE_TELEPORT:
11837 add_msg( m_bad, _( "You feel a force pulling you inwards." ) );
11838 break;
11839
11840 case AEP_MOVEMENT_NOISE:
11841 add_msg( m_warning, _( "You hear a rattling noise coming from inside yourself." ) );
11842 break;
11843
11844 case AEP_BAD_WEATHER:
11845 add_msg( m_warning, _( "You feel storms coming." ) );
11846 break;
11847
11848 case AEP_SICK:
11849 add_msg( m_bad, _( "You feel unwell." ) );
11850 break;
11851
11852 case AEP_SMOKE:
11853 add_msg( m_warning, _( "A cloud of smoke appears." ) );
11854 break;
11855 default:
11856 //Suppress warnings
11857 break;
11858 }
11859 }
11860
11861 std::string stat_info;
11862 if( net_str != 0 ) {
11863 stat_info += string_format( _( "Str %s%d! " ),
11864 ( net_str > 0 ? "+" : "" ), net_str );
11865 }
11866 if( net_dex != 0 ) {
11867 stat_info += string_format( _( "Dex %s%d! " ),
11868 ( net_dex > 0 ? "+" : "" ), net_dex );
11869 }
11870 if( net_int != 0 ) {
11871 stat_info += string_format( _( "Int %s%d! " ),
11872 ( net_int > 0 ? "+" : "" ), net_int );
11873 }
11874 if( net_per != 0 ) {
11875 stat_info += string_format( _( "Per %s%d! " ),
11876 ( net_per > 0 ? "+" : "" ), net_per );
11877 }
11878
11879 if( !stat_info.empty() ) {
11880 add_msg( m_neutral, stat_info );
11881 }
11882
11883 if( net_speed != 0 ) {
11884 add_msg( m_info, _( "Speed %s%d!" ), ( net_speed > 0 ? "+" : "" ), net_speed );
11885 }
11886}
@ m_good
Definition: enums.h:253
@ m_neutral
Definition: enums.h:260
@ m_info
Definition: enums.h:258
@ m_bad
Definition: enums.h:254
@ m_warning
Definition: enums.h:257
@ AEP_GLOW
Definition: enums.h:115
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_ALL_UP
Definition: enums.h:106
@ AEP_INT_UP
Definition: enums.h:105
@ AEP_INT_DOWN
Definition: enums.h:135
@ AEP_PER_UP
Definition: enums.h:104
@ AEP_PSYSHIELD
Definition: enums.h:116
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_MOVEMENT_NOISE
Definition: enums.h:139
@ AEP_STEALTH
Definition: enums.h:113
@ AEP_CARRY_MORE
Definition: enums.h:118
@ AEP_THIRST
Definition: enums.h:125
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_EVIL
Definition: enums.h:127
@ AEP_ALL_DOWN
Definition: enums.h:136
@ AEP_DEX_UP
Definition: enums.h:103
@ AEP_SCHIZO
Definition: enums.h:128
@ AEP_DEX_DOWN
Definition: enums.h:133
@ AEP_FUN
Definition: enums.h:120
@ AEP_PER_DOWN
Definition: enums.h:134
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_RADIOACTIVE
Definition: enums.h:129
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_BAD_WEATHER
Definition: enums.h:140
@ AEP_SICK
Definition: enums.h:141
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
@ AEP_INVISIBLE
Definition: enums.h:110
@ AEP_STR_UP
Definition: enums.h:102
@ AEP_STR_DOWN
Definition: enums.h:132
@ AEP_HUNGER
Definition: enums.h:124
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117
@ AEP_PBLUE
Definition: enums.h:108
@ AEP_SPEED_DOWN
Definition: enums.h:137
@ AEP_SNAKES
Definition: enums.h:109
@ AEP_SMOKE
Definition: enums.h:126

References _, add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_ATTENTION, AEP_BAD_WEATHER, AEP_CARRY_MORE, AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_FORCE_TELEPORT, AEP_FUN, AEP_GLOW, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_INVISIBLE, AEP_MOVEMENT_NOISE, AEP_MUTAGENIC, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_PSYSHIELD, AEP_RADIOACTIVE, AEP_RESIST_ELECTRICITY, AEP_SCHIZO, AEP_SICK, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STEALTH, AEP_STR_DOWN, AEP_STR_UP, AEP_SUPER_CLAIRVOYANCE, AEP_THIRST, m_bad, m_good, m_info, m_neutral, m_warning, and string_format().

◆ add_draw_callback()

void game::add_draw_callback ( shared_ptr_fast< draw_callback_t cb)

Definition at line 3146 of file game.cpp.

3147{
3148 draw_callbacks.erase(
3149 std::remove_if( draw_callbacks.begin(), draw_callbacks.end(),
3150 []( const weak_ptr_fast<draw_callback_t> &cbw ) {
3151 return cbw.expired();
3152 } ),
3153 draw_callbacks.end()
3154 );
3155 draw_callbacks.emplace_back( cb );
3156 cb->added = true;
3158}
void invalidate_main_ui_adaptor() const
Definition: game.cpp:3111
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
Definition: game.h:251
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17

References draw_callbacks, and invalidate_main_ui_adaptor().

Referenced by get_player_input(), list_items(), list_monsters(), look_around(), pickup(), and zones_manager().

◆ add_npc_follower()

void game::add_npc_follower ( const character_id id)

Add follower id to set of followers.

Definition at line 1962 of file game.cpp.

1963{
1964 follower_ids.insert( id );
1965 u.follower_ids.insert( id );
1966}
std::set< character_id > follower_ids
Definition: game.h:1060
std::set< character_id > follower_ids
Definition: player.h:615

References follower_ids, player::follower_ids, and u.

Referenced by validate_npc_followers().

◆ all_creatures()

game::Creature_range game::all_creatures ( )

Returns an anonymous range that contains all creatures.

The range allows iteration via a range-based for loop, e.g. for( Creature &critter : all_creatures() ) { ... }. One shall not store the returned range nor the iterators. One can freely remove and add creatures to the game during the iteration. Added creatures will not be iterated over.

Definition at line 12044 of file game.cpp.

12045{
12046 return Creature_range( *this );
12047}
friend class Creature_range
Definition: game.h:360

References Creature_range.

Referenced by draw_ter(), get_creature_if(), and get_creatures_if().

◆ all_monsters()

game::monster_range game::all_monsters ( )

Same as all_creatures but iterators only over monsters.

Definition at line 12049 of file game.cpp.

12050{
12051 return monster_range( *this );
12052}
friend class monster_range
Definition: game.h:359

References monster_range.

Referenced by cleanup_at_end(), disp_NPCs(), get_fishable_monsters(), monmove(), place_player_overmap(), shift_monsters(), start_game(), validate_mounted_npcs(), and vertical_move().

◆ all_npcs()

game::npc_range game::all_npcs ( )

Same as all_creatures but iterators only over npcs.

Definition at line 12054 of file game.cpp.

12055{
12056 return npc_range( *this );
12057}

Referenced by do_turn(), and get_npcs_if().

◆ allies()

std::vector< npc * > game::allies ( )

Get all living player allies.

Definition at line 11958 of file game.cpp.

11959{
11960 return get_npcs_if( [&]( const npc & guy ) {
11961 if( !guy.is_hallucination() ) {
11962 return guy.is_ally( g->u );
11963 } else {
11964 return false;
11965 }
11966 } );
11967}
std::vector< npc * > get_npcs_if(const std::function< bool(const npc &)> &pred)
Definition: game.cpp:11981
Definition: npc.h:781
bool is_hallucination() const override
Definition: npc.cpp:3260

References get_npcs_if(), and npc::is_hallucination().

◆ assign_mission_id()

int game::assign_mission_id ( )

Returns the next available mission id.

Definition at line 1950 of file game.cpp.

1951{
1952 int ret = next_mission_id;
1954 return ret;
1955}

References next_mission_id, and cata::hash64_detail::ret.

◆ assign_npc_id()

character_id game::assign_npc_id ( )

Definition at line 3703 of file game.cpp.

3704{
3706 ++next_npc_id;
3707 return ret;
3708}

References next_npc_id, and cata::hash64_detail::ret.

Referenced by load(), and start_game().

◆ autopilot_vehicles()

void game::autopilot_vehicles ( )

process vehicles that are following the player

Definition at line 1755 of file game.cpp.

1756{
1757 for( wrapped_vehicle &veh : m.get_vehicles() ) {
1758 vehicle *&v = veh.v;
1759 if( v->is_following ) {
1760 v->drive_to_local_target( m.getabs( u.pos() ), true );
1761 } else if( v->is_patrolling ) {
1762 v->autopilot_patrol();
1763 }
1764 }
1765}
const tripoint & pos() const override
Definition: character.cpp:714
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8226
VehicleList get_vehicles()
Definition: map.cpp:235
A vehicle as a whole with all its components.
Definition: vehicle.h:675
void autopilot_patrol()
Definition: vehicle.cpp:701
bool is_following
Definition: vehicle.h:1983
bool is_patrolling
Definition: vehicle.h:1984
void drive_to_local_target(const tripoint &target, bool follow_protocol)
Definition: vehicle.cpp:816

References vehicle::autopilot_patrol(), vehicle::drive_to_local_target(), map::get_vehicles(), map::getabs(), vehicle::is_following, vehicle::is_patrolling, m, Character::pos(), and u.

Referenced by do_turn().

◆ autosave()

void game::autosave ( )
private

Definition at line 11377 of file game.cpp.

11378{
11379 //Don't autosave if the min-autosave interval has not passed since the last autosave/quicksave.
11380 if( time( nullptr ) < last_save_timestamp + 60 * get_option<int>( "AUTOSAVE_MINUTES" ) ) {
11381 return;
11382 }
11383 quicksave(); //Driving checks are handled by quicksave()
11384}
time_t last_save_timestamp
Definition: game.h:1062
void quicksave()
Definition: game.cpp:11332

References last_save_timestamp, and quicksave().

Referenced by do_turn().

◆ butcher()

void game::butcher ( )
private

Definition at line 8374 of file game.cpp.

8375{
8376 static const std::string salvage_string = "salvage";
8377 if( u.controlling_vehicle ) {
8378 add_msg( m_info, _( "You can't butcher while driving!" ) );
8379 return;
8380 }
8381
8382 const int factor = u.max_quality( quality_id( "BUTCHER" ) );
8383 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) );
8384 const std::string no_knife_msg = _( "You don't have a butchering tool." );
8385 const std::string no_corpse_msg = _( "There are no corpses here to butcher." );
8386
8387 //You can't butcher on sealed terrain- you have to smash/shovel/etc it open first
8388 if( m.has_flag( "SEALED", u.pos() ) ) {
8389 if( m.sees_some_items( u.pos(), u ) ) {
8390 add_msg( m_info, _( "You can't access the items here." ) );
8391 } else if( factor > INT_MIN || factorD > INT_MIN ) {
8392 add_msg( m_info, no_corpse_msg );
8393 } else {
8394 add_msg( m_info, no_knife_msg );
8395 }
8396 return;
8397 }
8398
8399 const item *first_item_without_tools = nullptr;
8400 // Indices of relevant items
8401 std::vector<map_stack::iterator> corpses;
8402 std::vector<map_stack::iterator> disassembles;
8403 std::vector<map_stack::iterator> salvageables;
8404 map_stack items = m.i_at( u.pos() );
8405 const inventory &crafting_inv = u.crafting_inventory();
8406
8407 // TODO: Properly handle different material whitelists
8408 // TODO: Improve quality of this section
8409 auto salvage_filter = []( item it ) {
8410 const auto usable = it.get_usable_item( salvage_string );
8411 return usable != nullptr;
8412 };
8413
8414 std::vector< item * > salvage_tools = u.items_with( salvage_filter );
8415 int salvage_tool_index = INT_MIN;
8416 item *salvage_tool = nullptr;
8417 const salvage_actor *salvage_iuse = nullptr;
8418 if( !salvage_tools.empty() ) {
8419 salvage_tool = salvage_tools.front();
8420 salvage_tool_index = u.get_item_position( salvage_tool );
8421 item *usable = salvage_tool->get_usable_item( salvage_string );
8422 salvage_iuse = dynamic_cast<const salvage_actor *>(
8423 usable->get_use( salvage_string )->get_actor_ptr() );
8424 }
8425
8426 // Reserve capacity for each to hold entire item set if necessary to prevent
8427 // reallocations later on
8428 corpses.reserve( items.size() );
8429 salvageables.reserve( items.size() );
8430 disassembles.reserve( items.size() );
8431
8432 // Split into corpses, disassemble-able, and salvageable items
8433 // It's not much additional work to just generate a corpse list and
8434 // clear it later, but does make the splitting process nicer.
8435 for( map_stack::iterator it = items.begin(); it != items.end(); ++it ) {
8436 if( it->is_corpse() ) {
8437 corpses.push_back( it );
8438 } else {
8439 if( ( salvage_tool_index != INT_MIN ) && salvage_iuse->valid_to_cut_up( *it ) ) {
8440 salvageables.push_back( it );
8441 }
8442 if( crafting::can_disassemble( u, *it, crafting_inv ).success() ) {
8443 disassembles.push_back( it );
8444 } else if( !first_item_without_tools ) {
8445 first_item_without_tools = &*it;
8446 }
8447 }
8448 }
8449
8450 // Clear corpses if butcher and dissect factors are INT_MIN
8451 if( factor == INT_MIN && factorD == INT_MIN ) {
8452 corpses.clear();
8453 }
8454
8455 if( corpses.empty() && disassembles.empty() && salvageables.empty() ) {
8456 if( factor > INT_MIN || factorD > INT_MIN ) {
8457 add_msg( m_info, no_corpse_msg );
8458 } else {
8459 add_msg( m_info, no_knife_msg );
8460 }
8461
8462 if( first_item_without_tools ) {
8463 add_msg( m_info, _( "You don't have the necessary tools to disassemble any items here." ) );
8464 // Just for the "You need x to disassemble y" messages
8465 const auto ret = crafting::can_disassemble( u, *first_item_without_tools, crafting_inv );
8466 if( !ret.success() ) {
8467 add_msg( m_info, "%s", ret.c_str() );
8468 }
8469 }
8470 return;
8471 }
8472
8473 Creature *hostile_critter = is_hostile_very_close();
8474 if( hostile_critter != nullptr ) {
8475 if( !query_yn( _( "You see %s nearby! Start butchering anyway?" ),
8476 hostile_critter->disp_name() ) ) {
8477 return;
8478 }
8479 }
8480
8481 // Magic indices for special butcher options
8482 enum : int {
8483 MULTISALVAGE = MAX_ITEM_IN_SQUARE + 1,
8484 MULTIBUTCHER,
8485 MULTIDISASSEMBLE_ONE,
8486 MULTIDISASSEMBLE_ALL,
8487 NUM_BUTCHER_ACTIONS
8488 };
8489 // What are we butchering (i.e.. which vector to pick indices from)
8490 enum {
8491 BUTCHER_CORPSE,
8492 BUTCHER_DISASSEMBLE,
8493 BUTCHER_SALVAGE,
8494 BUTCHER_OTHER // For multisalvage etc.
8495 } butcher_select = BUTCHER_CORPSE;
8496 // Index to std::vector of iterators...
8497 int indexer_index = 0;
8498
8499 // Generate the indexed stacks so we can display them nicely
8500 const auto disassembly_stacks = generate_butcher_stack_display( disassembles );
8501 const auto salvage_stacks = generate_butcher_stack_display( salvageables );
8502 // Always ask before cutting up/disassembly, but not before butchery
8503 size_t ret = 0;
8504 if( !corpses.empty() || !disassembles.empty() || !salvageables.empty() ) {
8505 uilist kmenu;
8506 kmenu.text = _( "Choose corpse to butcher / item to disassemble" );
8507
8508 size_t i = 0;
8509 // Add corpses, disassembleables, and salvagables to the UI
8510 add_corpses( kmenu, corpses, i );
8511 add_disassemblables( kmenu, disassembly_stacks, i );
8512 if( salvage_iuse && !salvageables.empty() ) {
8513 add_salvagables( kmenu, salvage_stacks, i, *salvage_iuse );
8514 }
8515
8516 if( corpses.size() > 1 ) {
8517 kmenu.addentry( MULTIBUTCHER, true, 'b', _( "Butcher everything" ) );
8518 }
8519 if( disassembles.size() > 1 ) {
8520 int time_to_disassemble = 0;
8521 int time_to_disassemble_all = 0;
8522 for( const auto &stack : disassembly_stacks ) {
8523 const int time = recipe_dictionary::get_uncraft( stack.first->typeId() ).time;
8524 time_to_disassemble += time;
8525 time_to_disassemble_all += time * stack.second;
8526 }
8527
8528 kmenu.addentry_col( MULTIDISASSEMBLE_ONE, true, 'D', _( "Disassemble everything once" ),
8529 to_string_clipped( time_duration::from_turns( time_to_disassemble / 100 ) ) );
8530 kmenu.addentry_col( MULTIDISASSEMBLE_ALL, true, 'd', _( "Disassemble everything recursively" ),
8531 to_string_clipped( time_duration::from_turns( time_to_disassemble_all / 100 ) ) );
8532 }
8533 if( salvage_iuse && salvageables.size() > 1 ) {
8534 int time_to_salvage = 0;
8535 for( const auto &stack : salvage_stacks ) {
8536 time_to_salvage += salvage_iuse->time_to_cut_up( *stack.first ) * stack.second;
8537 }
8538
8539 kmenu.addentry_col( MULTISALVAGE, true, 'z', _( "Cut up everything" ),
8540 to_string_clipped( time_duration::from_turns( time_to_salvage / 100 ) ) );
8541 }
8542
8543 kmenu.query();
8544
8545 if( kmenu.ret < 0 || kmenu.ret >= NUM_BUTCHER_ACTIONS ) {
8546 return;
8547 }
8548
8549 ret = static_cast<size_t>( kmenu.ret );
8550 if( ret >= MULTISALVAGE && ret < NUM_BUTCHER_ACTIONS ) {
8551 butcher_select = BUTCHER_OTHER;
8552 indexer_index = ret;
8553 } else if( ret < corpses.size() ) {
8554 butcher_select = BUTCHER_CORPSE;
8555 indexer_index = ret;
8556 } else if( ret < corpses.size() + disassembly_stacks.size() ) {
8557 butcher_select = BUTCHER_DISASSEMBLE;
8558 indexer_index = ret - corpses.size();
8559 } else if( ret < corpses.size() + disassembly_stacks.size() + salvage_stacks.size() ) {
8560 butcher_select = BUTCHER_SALVAGE;
8561 indexer_index = ret - corpses.size() - disassembly_stacks.size();
8562 } else {
8563 debugmsg( "Invalid butchery index: %d", ret );
8564 return;
8565 }
8566 }
8567
8568 if( !u.has_morale_to_craft() ) {
8569 if( butcher_select == BUTCHER_CORPSE || indexer_index == MULTIBUTCHER ) {
8570 add_msg( m_info,
8571 _( "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." ) );
8572 } else {
8573 add_msg( m_info,
8574 _( "You are not in the mood and the prospect of work stops you before you begin." ) );
8575 }
8576 return;
8577 }
8578 const auto helpers = u.get_crafting_helpers( 3 );
8579 for( const npc *np : helpers ) {
8580 add_msg( m_info, _( "%s helps with this task…" ), np->name );
8581 }
8582 switch( butcher_select ) {
8583 case BUTCHER_OTHER:
8584 switch( indexer_index ) {
8585 case MULTISALVAGE:
8586 u.assign_activity( activity_id( "ACT_LONGSALVAGE" ), 0, salvage_tool_index );
8587 break;
8588 case MULTIBUTCHER:
8589 butcher_submenu( corpses );
8590 for( map_stack::iterator &it : corpses ) {
8591 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*it );
8592 }
8593 break;
8594 case MULTIDISASSEMBLE_ONE:
8595 crafting::disassemble_all( u, false );
8596 break;
8597 case MULTIDISASSEMBLE_ALL:
8599 break;
8600 default:
8601 debugmsg( "Invalid butchery type: %d", indexer_index );
8602 return;
8603 }
8604 break;
8605 case BUTCHER_CORPSE: {
8606 butcher_submenu( corpses, indexer_index );
8607 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*corpses[indexer_index] );
8608 }
8609 break;
8610 case BUTCHER_DISASSEMBLE: {
8611 // Pick index of first item in the disassembly stack
8612 item *const target = &*disassembly_stacks[indexer_index].first;
8614 }
8615 break;
8616 case BUTCHER_SALVAGE: {
8617 if( !salvage_iuse || !salvage_tool ) {
8618 debugmsg( "null salve_iuse or salvage_tool" );
8619 } else {
8620 // Pick index of first item in the salvage stack
8621 item *const target = &*salvage_stacks[indexer_index].first;
8622 item_location item_loc( map_cursor( u.pos() ), target );
8623 salvage_iuse->cut_up( u, *salvage_tool, item_loc );
8624 }
8625 }
8626 break;
8627 }
8628}
string_id< activity_type > activity_id
Definition: activity_type.h:15
static std::string to_string_clipped(const int num, const clipped_unit type, const clipped_align align)
Definition: calendar.cpp:228
bool controlling_vehicle
Definition: character.h:228
player_activity activity
Definition: character.h:1516
int get_item_position(const item *it) const
Returns the item position (suitable for i_at or similar) of a specific item.
Definition: character.cpp:2407
bool has_morale_to_craft() const
Definition: crafting.cpp:335
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:553
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9189
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
Creature * is_hostile_very_close()
Definition: game.cpp:3717
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
size_t size() const
Definition: item_stack.cpp:10
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
Definition: item.h:176
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7806
const use_function * get_use(const std::string &use_name) const
Returns the pointer to use_function with name use_name assigned to the type of this item or any of it...
Definition: item.cpp:7780
Definition: map.h:105
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2290
map_stack i_at(const tripoint &p)
Definition: map.cpp:4071
bool sees_some_items(const tripoint &p, const Creature &who) const
Check if creature can see some items at p.
Definition: map.cpp:4717
std::vector< item_location > targets
std::vector< npc * > get_crafting_helpers(size_t max=0) const
Returns nearby NPCs ready and willing to help with crafting or some other manual task.
Definition: crafting.cpp:2308
static const recipe & get_uncraft(const itype_id &id)
Returns disassembly recipe (or null recipe if no match)
int time
Definition: recipe.h:59
Cuts stuff up into components.
Definition: iuse_actor.h:567
bool valid_to_cut_up(const item &it) const
int cut_up(player &p, item &it, item_location &cut) const
int time_to_cut_up(const item &it) const
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
uilist: scrolling vertical list menu
Definition: ui.h:187
int ret
Definition: ui.h:412
void addentry_col(int r, bool e, int k, const std::string &str, const std::string &column, const std::string &desc="")
Definition: ui.cpp:952
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:932
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
static void butcher_submenu(const std::vector< map_stack::iterator > &corpses, int corpse=-1)
Definition: game.cpp:8224
static void add_salvagables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index, const salvage_actor &salvage_iuse)
Definition: game.cpp:8182
static void add_disassemblables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index)
Definition: game.cpp:8203
static std::vector< std::pair< map_stack::iterator, int > > generate_butcher_stack_display(const std::vector< map_stack::iterator > &its)
Definition: game.cpp:8135
static void add_corpses(uilist &menu, const std::vector< map_stack::iterator > &its, size_t &menu_index)
Definition: game.cpp:8170
static constexpr int MAX_ITEM_IN_SQUARE
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:828
ret_val< bool > can_disassemble(const Character &who, const item &obj, const inventory &inv)
Check if character can disassemble an item using the given crafting inventory.
Definition: crafting.cpp:1875
bool disassemble(avatar &you)
Prompt for an item to disassemble, then start activity.
Definition: crafting.cpp:2074
bool disassemble_all(avatar &you, bool recursively)
Start an activity to disassemble all items in avatar's square.
Definition: crafting.cpp:2085
bool query_yn(const std::string &text)
Definition: output.cpp:698
iuse_actor * get_actor_ptr()
Definition: iuse.h:314
string_id< quality > quality_id
Definition: type_id.h:174

References _, Character::activity, add_corpses(), add_disassemblables(), add_msg(), add_salvagables(), uilist::addentry(), uilist::addentry_col(), Character::assign_activity(), item_stack::begin(), butcher_submenu(), crafting::can_disassemble(), Character::controlling_vehicle, Character::crafting_inventory(), salvage_actor::cut_up(), debugmsg, crafting::disassemble(), crafting::disassemble_all(), Creature::disp_name(), item_stack::end(), time_duration::from_turns(), generate_butcher_stack_display(), use_function::get_actor_ptr(), player::get_crafting_helpers(), Character::get_item_position(), recipe_dictionary::get_uncraft(), item::get_usable_item(), item::get_use(), map::has_flag(), Character::has_morale_to_craft(), map::i_at(), is_hostile_very_close(), visitable< T >::items_with(), m, m_info, MAX_ITEM_IN_SQUARE, visitable< T >::max_quality(), Character::pos(), uilist::query(), query_yn(), cata::hash64_detail::ret, uilist::ret, map::sees_some_items(), item_stack::size(), player_activity::targets, uilist::text, recipe::time, salvage_actor::time_to_cut_up(), to_string_clipped(), u, and salvage_actor::valid_to_cut_up().

Referenced by handle_action().

◆ calc_driving_offset()

void game::calc_driving_offset ( vehicle veh = nullptr)

Definition at line 1336 of file game.cpp.

1337{
1338 if( veh == nullptr || !get_option<bool>( "DRIVING_VIEW_OFFSET" ) ) {
1340 return;
1341 }
1342 const int g_light_level = static_cast<int>( light_level( u.posz() ) );
1343 const int light_sight_range = u.sight_range( g_light_level );
1344 int sight = std::max( veh_lumi( *veh ), light_sight_range );
1345
1346 // The maximal offset will leave at least this many tiles
1347 // between the PC and the edge of the main window.
1348 static const int border_range = 2;
1349 point max_offset( ( getmaxx( w_terrain ) + 1 ) / 2 - border_range - 1,
1350 ( getmaxy( w_terrain ) + 1 ) / 2 - border_range - 1 );
1351
1352 // velocity at or below this results in no offset at all
1353 static const float min_offset_vel = 1 * vehicles::vmiph_per_tile;
1354 // velocity at or above this results in maximal offset
1355 static const float max_offset_vel = std::min( max_offset.y, max_offset.x ) *
1357 float velocity = veh->velocity;
1358 rl_vec2d offset = veh->move_vec();
1359 if( !veh->skidding && veh->player_in_control( u ) &&
1360 std::abs( veh->cruise_velocity - veh->velocity ) < 7 * vehicles::vmiph_per_tile ) {
1361 // Use the cruise controlled velocity, but only if
1362 // it is not too different from the actual velocity.
1363 // The actual velocity changes too often (see above slowdown).
1364 // Using it makes would make the offset change far too often.
1365 offset = veh->face_vec();
1366 velocity = veh->cruise_velocity;
1367 }
1368 float rel_offset;
1369 if( std::fabs( velocity ) < min_offset_vel ) {
1370 rel_offset = 0;
1371 } else if( std::fabs( velocity ) > max_offset_vel ) {
1372 rel_offset = ( velocity > 0 ) ? 1 : -1;
1373 } else {
1374 rel_offset = ( velocity - min_offset_vel ) / ( max_offset_vel - min_offset_vel );
1375 }
1376 // Squeeze into the corners, by making the offset vector longer,
1377 // the PC is still in view as long as both offset.x and
1378 // offset.y are <= 1
1379 if( std::fabs( offset.x ) > std::fabs( offset.y ) && std::fabs( offset.x ) > 0.2 ) {
1380 offset.y /= std::fabs( offset.x );
1381 offset.x = ( offset.x > 0 ) ? +1 : -1;
1382 } else if( std::fabs( offset.y ) > 0.2 ) {
1383 offset.x /= std::fabs( offset.y );
1384 offset.y = offset.y > 0 ? +1 : -1;
1385 }
1386 offset.x *= rel_offset;
1387 offset.y *= rel_offset;
1388 offset.x *= max_offset.x;
1389 offset.y *= max_offset.y;
1390 // [ ----@---- ] sight=6
1391 // [ --@------ ] offset=2
1392 // [ -@------# ] offset=3
1393 // can see sights square in every direction, total visible area is
1394 // (2*sight+1)x(2*sight+1), but the window is only
1395 // getmaxx(w_terrain) x getmaxy(w_terrain)
1396 // The area outside of the window is maxoff (sight-getmax/2).
1397 // If that value is <= 0, the whole visible area fits the window.
1398 // don't apply the view offset at all.
1399 // If the offset is > maxoff, only apply at most maxoff, everything
1400 // above leads to invisible area in front of the car.
1401 // It will display (getmax/2+offset) squares in one direction and
1402 // (getmax/2-offset) in the opposite direction (centered on the PC).
1403 const point maxoff( ( sight * 2 + 1 - getmaxx( w_terrain ) ) / 2,
1404 ( sight * 2 + 1 - getmaxy( w_terrain ) ) / 2 );
1405 if( maxoff.x <= 0 ) {
1406 offset.x = 0;
1407 } else if( offset.x > 0 && offset.x > maxoff.x ) {
1408 offset.x = maxoff.x;
1409 } else if( offset.x < 0 && -offset.x > maxoff.x ) {
1410 offset.x = -maxoff.x;
1411 }
1412 if( maxoff.y <= 0 ) {
1413 offset.y = 0;
1414 } else if( offset.y > 0 && offset.y > maxoff.y ) {
1415 offset.y = maxoff.y;
1416 } else if( offset.y < 0 && -offset.y > maxoff.y ) {
1417 offset.y = -maxoff.y;
1418 }
1419
1420 // Turn the offset into a vector that increments the offset toward the desired position
1421 // instead of setting it there instantly, should smooth out jerkiness.
1422 const point offset_difference( -driving_view_offset + point( offset.x, offset.y ) );
1423
1424 const point offset_sign( ( offset_difference.x < 0 ) ? -1 : 1,
1425 ( offset_difference.y < 0 ) ? -1 : 1 );
1426 // Shift the current offset in the direction of the calculated offset by one tile
1427 // per draw event, but snap to calculated offset if we're close enough to avoid jitter.
1428 offset.x = ( std::abs( offset_difference.x ) > 1 ) ?
1429 ( driving_view_offset.x + offset_sign.x ) : offset.x;
1430 offset.y = ( std::abs( offset_difference.y ) > 1 ) ?
1431 ( driving_view_offset.y + offset_sign.y ) : offset.y;
1432
1433 set_driving_view_offset( point( offset.x, offset.y ) );
1434}
int posz() const override
Definition: character.h:785
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:719
point driving_view_offset
Definition: game.h:1018
catacurses::window w_terrain
Definition: game.h:1008
void set_driving_view_offset(const point &p)
Definition: game.cpp:1693
unsigned char light_level(int zlev) const
Returns coarse number-of-squares of visibility at the current light level.
Definition: game.cpp:3689
rl_vec2d move_vec() const
rl_vec2d face_vec() const
bool skidding
Definition: vehicle.h:1999
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:277
int velocity
Definition: vehicle.h:1918
int cruise_velocity
Definition: vehicle.h:1920
static int veh_lumi(vehicle &veh)
Definition: game.cpp:1318
int getmaxx(const window &win)
Definition: ncurses_def.cpp:58
int getmaxy(const window &win)
Definition: ncurses_def.cpp:63
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
constexpr float vmiph_per_tile
Definition: vehicle.h:68
static constexpr point point_zero
Definition: point.h:274
Definition: point.h:35
int y
Definition: point.h:39
int x
Definition: point.h:38
float y
Definition: point_float.h:13
float x
Definition: point_float.h:12

References vehicle::cruise_velocity, driving_view_offset, units::fabs(), vehicle::face_vec(), catacurses::getmaxx(), catacurses::getmaxy(), light_level(), vehicle::move_vec(), vehicle::player_in_control(), point_zero, Character::posz(), set_driving_view_offset(), Character::sight_range(), vehicle::skidding, u, veh_lumi(), vehicle::velocity, vehicles::vmiph_per_tile, w_terrain, point::x, rl_vec2d::x, point::y, and rl_vec2d::y.

Referenced by do_turn().

◆ cancel_activity_or_ignore_query()

bool game::cancel_activity_or_ignore_query ( distraction_type  type,
const std::string &  text 
)

Asks if the player wants to cancel their activity and if so cancels it.

Additionally checks if the player wants to ignore further distractions.

Definition at line 1794 of file game.cpp.

1795{
1797 if( u.has_distant_destination() ) {
1798 if( cancel_auto_move( u, text ) ) {
1799 return true;
1800 } else {
1802 return false;
1803 }
1804 }
1806 return false;
1807 }
1808 const bool force_uc = get_option<bool>( "FORCE_CAPITAL_YN" );
1809 const auto &allow_key = force_uc ? input_context::disallow_lower_case
1811
1812 const auto &action = query_popup()
1813 .context( "CANCEL_ACTIVITY_OR_IGNORE_QUERY" )
1814 .message( force_uc ?
1815 pgettext( "cancel_activity_or_ignore_query",
1816 "<color_light_red>%s %s (Case Sensitive)</color>" ) :
1817 pgettext( "cancel_activity_or_ignore_query",
1818 "<color_light_red>%s %s</color>" ),
1819 text, u.activity.get_stop_phrase() )
1820 .option( "YES", allow_key )
1821 .option( "NO", allow_key )
1822 .option( "IGNORE", allow_key )
1823 .query()
1824 .action;
1825
1826 if( action == "YES" ) {
1828 return true;
1829 }
1830 if( action == "IGNORE" ) {
1832 for( auto &activity : u.backlog ) {
1833 activity.ignore_distraction( type );
1834 }
1835 }
1836
1839
1840 return false;
1841}
void set_destination(const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
void cancel_activity()
Definition: character.cpp:9232
std::vector< tripoint > & get_auto_move_route()
std::list< player_activity > backlog
Definition: character.h:1517
bool has_distant_destination() const
static const input_event_filter allow_all_keys
Definition: input.h:541
static const input_event_filter disallow_lower_case
Definition: input.h:540
bool is_distraction_ignored(distraction_type type) const
std::string get_stop_phrase() const
void ignore_distraction(distraction_type type)
UI class for displaying messages or querying player input with popups.
Definition: popup.h:39
query_popup & context(const std::string &cat)
Specify the input context.
Definition: popup.cpp:21
query_popup & option(const std::string &opt)
Specify an action as an option.
Definition: popup.cpp:28
result query()
Query until a valid action or an error happens and return the result.
Definition: popup.cpp:348
query_popup & message(const std::string &fmt, Args &&... args)
Specify the query message.
Definition: popup.h:91
@ action
Definition: dialogue.h:36
@ type
Definition: enums.h:75
static bool cancel_auto_move(player &p, const std::string &text)
Definition: game.cpp:1781
void redraw()
Definition: ui_manager.cpp:285
void refresh_display()
Make changes made to the display visible to the user immediately.
std::string action
Definition: popup.h:68
const char * pgettext(const char *context, const char *msgid)

References action, query_popup::result::action, Character::activity, input_context::allow_all_keys, Character::backlog, Character::cancel_activity(), cancel_auto_move(), query_popup::context(), input_context::disallow_lower_case, Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), player_activity::ignore_distraction(), invalidate_main_ui_adaptor(), player_activity::is_distraction_ignored(), query_popup::message(), query_popup::option(), pgettext(), query_popup::query(), ui_manager::redraw(), refresh_display(), Character::set_destination(), type, and u.

Referenced by mon_info_update(), monmove(), and process_voluntary_act_interrupt().

◆ cancel_activity_query()

bool game::cancel_activity_query ( const std::string &  text)

Asks if the player wants to cancel their activity, and if so cancels it.

Definition at line 1843 of file game.cpp.

1844{
1846 if( u.has_distant_destination() ) {
1847 if( cancel_auto_move( u, text ) ) {
1848 return true;
1849 } else {
1851 return false;
1852 }
1853 }
1854 if( !u.activity ) {
1855 return false;
1856 }
1857 if( query_yn( "%s %s", text, u.activity.get_stop_phrase() ) ) {
1861 return true;
1862 }
1863 return false;
1864}
void clear_destination()
void resume_backlog_activity()
Definition: character.cpp:9264

References Character::activity, Character::cancel_activity(), cancel_auto_move(), Character::clear_destination(), Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), invalidate_main_ui_adaptor(), query_yn(), Character::resume_backlog_activity(), Character::set_destination(), and u.

Referenced by handle_key_blocking_activity().

◆ catch_a_monster()

void game::catch_a_monster ( monster fish,
const tripoint pos,
player p,
const time_duration catch_duration 
)

Picks and spawns a random fish from the remaining fish list when a fish is caught.

Definition at line 1767 of file game.cpp.

1769{
1770 //spawn the corpse, rotten by a part of the duration
1772 catch_duration ) ) );
1773 if( u.sees( pos ) ) {
1774 u.add_msg_if_player( m_good, _( "You caught a %s." ), fish->type->nname() );
1775 }
1776 //quietly kill the caught
1777 fish->no_corpse_quiet = true;
1778 fish->die( p );
1779}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:506
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4216
bool no_corpse_quiet
Definition: monster.h:484
void die(Creature *killer) override
Empty function.
Definition: monster.cpp:2247
const mtype * type
Definition: monster.h:480
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:3973
time_point turn
Definition: calendar.cpp:36
mtype_id id
Definition: mtype.h:240
std::string nname(unsigned int quantity=1) const
Definition: mtype.cpp:65

References _, map::add_item_or_charges(), player::add_msg_if_player(), monster::die(), mtype::id, m, m_good, item::make_corpse(), mtype::nname(), monster::no_corpse_quiet, rng(), Character::sees(), calendar::turn, monster::type, and u.

◆ chat()

void game::chat ( )
private

Definition at line 394 of file npctalk.cpp.

395{
396 int volume = g->u.get_shout_volume();
397
398 const std::vector<npc *> available = get_npcs_if( [&]( const npc & guy ) {
399 // TODO: Get rid of the z-level check when z-level vision gets "better"
400 return u.posz() == guy.posz() && u.sees( guy.pos() ) &&
401 rl_dist( u.pos(), guy.pos() ) <= SEEX * 2;
402 } );
403 const int available_count = available.size();
404 const std::vector<npc *> followers = get_npcs_if( [&]( const npc & guy ) {
405 return guy.is_player_ally() && guy.is_following() && guy.can_hear( u.pos(), volume );
406 } );
407 const int follower_count = followers.size();
408 const std::vector<npc *> guards = get_npcs_if( [&]( const npc & guy ) {
409 return guy.mission == NPC_MISSION_GUARD_ALLY &&
410 guy.companion_mission_role_id != "FACTION_CAMP" &&
411 guy.can_hear( u.pos(), volume );
412 } );
413 const int guard_count = guards.size();
414
415 if( g->u.has_trait( trait_PROF_FOODP ) && !( g->u.is_wearing( itype_id( "foodperson_mask" ) ) ||
416 g->u.is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
417 g->u.add_msg_if_player( m_warning, _( "You can't speak without your face!" ) );
418 return;
419 }
420 std::vector<vehicle *> animal_vehicles;
421 std::vector<vehicle *> following_vehicles;
422 std::vector<vehicle *> magic_vehicles;
423 std::vector<vehicle *> magic_following_vehicles;
424 for( auto &veh : g->m.get_vehicles() ) {
425 auto &v = veh.v;
426 if( v->has_engine_type( fuel_type_animal, false ) && v->is_owned_by( g->u ) ) {
427 animal_vehicles.push_back( v );
428 if( v->is_following ) {
429 following_vehicles.push_back( v );
430 }
431 }
432 if( v->magic ) {
433 for( const vpart_reference &vp : v->get_all_parts() ) {
434 const vpart_info &vpi = vp.info();
435 if( vpi.has_flag( "MAGIC_FOLLOW" ) ) {
436 magic_vehicles.push_back( v );
437 if( v->is_following ) {
438 magic_following_vehicles.push_back( v );
439 }
440 break;
441 }
442 }
443 }
444 }
445
446 uilist nmenu;
447 nmenu.text = std::string( _( "What do you want to do?" ) );
448
449 if( !available.empty() ) {
450 nmenu.addentry( NPC_CHAT_TALK, true, 't', available_count == 1 ?
451 string_format( _( "Talk to %s" ), available.front()->name ) :
452 _( "Talk to…" )
453 );
454 }
455 nmenu.addentry( NPC_CHAT_YELL, true, 'a', _( "Yell" ) );
456 nmenu.addentry( NPC_CHAT_SENTENCE, true, 'b', _( "Yell a sentence" ) );
457 if( !animal_vehicles.empty() ) {
459 _( "Whistle at your animals pulling vehicles to follow you." ) );
460 }
461 if( !magic_vehicles.empty() ) {
463 _( "Utter a magical command that will order your magical vehicles to follow you." ) );
464 }
465 if( !magic_following_vehicles.empty() ) {
467 _( "Utter a magical command that will order your magical vehicles to stop following you." ) );
468 }
469 if( !following_vehicles.empty() ) {
471 _( "Whistle at your animals pulling vehicles to stop following you." ) );
472 }
473 if( !guards.empty() ) {
474 nmenu.addentry( NPC_CHAT_FOLLOW, true, 'f', guard_count == 1 ?
475 string_format( _( "Tell %s to follow" ), guards.front()->name ) :
476 _( "Tell someone to follow…" )
477 );
478 }
479 if( !followers.empty() ) {
480 nmenu.addentry( NPC_CHAT_GUARD, true, 'g', follower_count == 1 ?
481 string_format( _( "Tell %s to guard" ), followers.front()->name ) :
482 _( "Tell someone to guard…" )
483 );
484 nmenu.addentry( NPC_CHAT_AWAKE, true, 'w', _( "Tell everyone on your team to wake up" ) );
485 nmenu.addentry( NPC_CHAT_MOUNT, true, 'M', _( "Tell everyone on your team to mount up" ) );
486 nmenu.addentry( NPC_CHAT_DISMOUNT, true, 'm', _( "Tell everyone on your team to dismount" ) );
487 nmenu.addentry( NPC_CHAT_DANGER, true, 'D',
488 _( "Tell everyone on your team to prepare for danger" ) );
489 nmenu.addentry( NPC_CHAT_CLEAR_OVERRIDES, true, 'r',
490 _( "Tell everyone on your team to relax (Clear Overrides)" ) );
491 nmenu.addentry( NPC_CHAT_ORDERS, true, 'o', _( "Tell everyone on your team to temporarily…" ) );
492 }
493 std::string message;
494 std::string yell_msg;
495 bool is_order = true;
496 nmenu.query();
497
498 if( nmenu.ret < 0 ) {
499 return;
500 }
501
502 switch( nmenu.ret ) {
503 case NPC_CHAT_TALK: {
504 const int npcselect = npc_select_menu( available, _( "Talk to whom?" ), false );
505 if( npcselect < 0 ) {
506 return;
507 }
508 available[npcselect]->talk_to_u();
509 break;
510 }
511 case NPC_CHAT_YELL:
512 is_order = false;
513 message = _( "loudly." );
514 break;
515 case NPC_CHAT_SENTENCE: {
516 std::string popupdesc = _( "Enter a sentence to yell" );
518 popup.title( _( "Yell a sentence" ) )
519 .width( 64 )
520 .description( popupdesc )
521 .identifier( "sentence" )
522 .max_length( 128 )
523 .query();
524 yell_msg = popup.text();
525 is_order = false;
526 break;
527 }
528 case NPC_CHAT_GUARD: {
529 const int npcselect = npc_select_menu( followers, _( "Who should guard here?" ) );
530 if( npcselect < 0 ) {
531 return;
532 }
533 if( npcselect == follower_count ) {
534 for( npc *them : followers ) {
536 }
537 yell_msg = _( "Everyone guard here!" );
538 } else {
539 talk_function::assign_guard( *followers[npcselect] );
540 yell_msg = string_format( _( "Guard here, %s!" ), followers[npcselect]->name );
541 }
542 break;
543 }
544 case NPC_CHAT_FOLLOW: {
545 const int npcselect = npc_select_menu( guards, _( "Who should follow you?" ) );
546 if( npcselect < 0 ) {
547 return;
548 }
549 if( npcselect == guard_count ) {
550 for( npc *them : guards ) {
552 }
553 yell_msg = _( "Everyone follow me!" );
554 } else {
555 talk_function::stop_guard( *guards[npcselect] );
556 yell_msg = string_format( _( "Follow me, %s!" ), guards[npcselect]->name );
557 }
558 break;
559 }
560 case NPC_CHAT_AWAKE:
561 for( npc *them : followers ) {
562 talk_function::wake_up( *them );
563 }
564 yell_msg = _( "Stay awake!" );
565 break;
566 case NPC_CHAT_MOUNT:
567 for( npc *them : followers ) {
568 if( them->has_effect( effect_riding ) ) {
569 continue;
570 }
572 }
573 yell_msg = _( "Mount up!" );
574 break;
576 for( npc *them : followers ) {
577 if( them->has_effect( effect_riding ) ) {
578 them->npc_dismount();
579 }
580 }
581 yell_msg = _( "Dismount!" );
582 break;
583 case NPC_CHAT_DANGER:
584 for( npc *them : followers ) {
585 them->rules.set_danger_overrides();
586 }
587 yell_msg = _( "We're in danger. Stay awake, stay close, don't go wandering off, "
588 "and don't open any doors." );
589 break;
591 for( npc *p : followers ) {
593 }
594 yell_msg = _( "As you were." );
595 break;
596 case NPC_CHAT_ORDERS:
597 npc_temp_orders_menu( followers );
598 break;
601 break;
604 break;
607 break;
610 break;
611 default:
612 return;
613 }
614
615 if( !yell_msg.empty() ) {
616 message = string_format( "\"%s\"", yell_msg );
617 }
618 if( !message.empty() ) {
619 add_msg( _( "You yell %s" ), message );
620 u.shout( string_format( _( "%s yelling %s" ), u.disp_name(), message ), is_order );
621 }
622
623 u.moves -= 100;
624}
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:546
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7729
bool can_hear(const tripoint &source, int volume) const
int moves
Definition: creature.h:569
std::string companion_mission_role_id
Definition: npc.h:1318
npc_mission mission
Definition: npc.h:1325
bool is_player_ally() const
Definition: npc.cpp:1987
bool is_following() const
Definition: npc.cpp:2018
Shows a window querying the user for input.
bool has_flag(const std::string &flag) const
Definition: veh_type.h:336
This is a wrapper over a vehicle pointer and a reference to a part of it.
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
static constexpr int SEEX
std::string message
Definition: mapgen.cpp:403
std::string name(type dir)
Get Human readable name of a direction.
Definition: overmap.cpp:4126
void wake_up(npc &)
void find_mount(npc &)
void clear_overrides(npc &p)
void stop_guard(npc &)
void assign_guard(npc &)
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16
@ NPC_MISSION_GUARD_ALLY
Definition: npc.h:187
static const efftype_id effect_riding("riding")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static int npc_select_menu(const std::vector< npc * > &npc_list, const std::string &prompt, const bool everyone=true)
Definition: npctalk.cpp:220
static void tell_magic_veh_stop_following()
Definition: npctalk.cpp:377
static void tell_veh_stop_following()
Definition: npctalk.cpp:340
static void assign_veh_to_follow()
Definition: npctalk.cpp:351
static void npc_temp_orders_menu(const std::vector< npc * > &npc_list)
Definition: npctalk.cpp:252
static const itype_id fuel_type_animal("animal")
@ NPC_CHAT_MOUNT
Definition: npctalk.cpp:200
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:214
@ NPC_CHAT_YELL
Definition: npctalk.cpp:195
@ NPC_CHAT_FOLLOW
Definition: npctalk.cpp:198
@ NPC_CHAT_GUARD
Definition: npctalk.cpp:197
@ NPC_CHAT_DISMOUNT
Definition: npctalk.cpp:201
@ NPC_CHAT_ANIMAL_VEHICLE_FOLLOW
Definition: npctalk.cpp:211
@ NPC_CHAT_ORDERS
Definition: npctalk.cpp:203
@ NPC_CHAT_SENTENCE
Definition: npctalk.cpp:196
@ NPC_CHAT_CLEAR_OVERRIDES
Definition: npctalk.cpp:210
@ NPC_CHAT_DANGER
Definition: npctalk.cpp:202
@ NPC_CHAT_AWAKE
Definition: npctalk.cpp:199
@ NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:212
@ NPC_CHAT_TALK
Definition: npctalk.cpp:194
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW
Definition: npctalk.cpp:213
static void tell_magic_veh_to_follow()
Definition: npctalk.cpp:361
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764

References _, add_msg(), uilist::addentry(), talk_function::assign_guard(), assign_veh_to_follow(), available, Character::can_hear(), talk_function::clear_overrides(), npc::companion_mission_role_id, Character::disp_name(), effect_riding, talk_function::find_mount(), fuel_type_animal, g, get_npcs_if(), vpart_info::has_flag(), npc::is_following(), npc::is_player_ally(), m_warning, mapgen_defer::message, npc::mission, Creature::moves, om_direction::name(), NPC_CHAT_ANIMAL_VEHICLE_FOLLOW, NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW, NPC_CHAT_AWAKE, NPC_CHAT_CLEAR_OVERRIDES, NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW, NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW, NPC_CHAT_DANGER, NPC_CHAT_DISMOUNT, NPC_CHAT_FOLLOW, NPC_CHAT_GUARD, NPC_CHAT_MOUNT, NPC_CHAT_ORDERS, NPC_CHAT_SENTENCE, NPC_CHAT_TALK, NPC_CHAT_YELL, NPC_MISSION_GUARD_ALLY, npc_select_menu(), npc_temp_orders_menu(), popup(), Character::pos(), Character::posz(), uilist::query(), uilist::ret, rl_dist(), Character::sees(), SEEX, Character::shout(), talk_function::stop_guard(), string_format(), tell_magic_veh_stop_following(), tell_magic_veh_to_follow(), tell_veh_stop_following(), uilist::text, trait_PROF_FOODP, u, and talk_function::wake_up().

Referenced by handle_action().

◆ check_mod_data()

bool game::check_mod_data ( const std::vector< mod_id > &  opts,
loading_ui ui 
)

Check if mods can be successfully loaded.

Parameters
optscheck specific mods (or all if unspecified)
Returns
whether all mods were successfully loaded

Definition at line 347 of file game.cpp.

348{
349 auto &tree = world_generator->get_mod_manager().get_tree();
350
351 // deduplicated list of mods to check
352 std::set<mod_id> check( opts.begin(), opts.end() );
353
354 // if no specific mods specified check all non-obsolete mods
355 if( check.empty() ) {
356 for( const mod_id &e : world_generator->get_mod_manager().all_mods() ) {
357 if( !e->obsolete ) {
358 check.emplace( e );
359 }
360 }
361 }
362
363 if( check.empty() ) {
364 world_generator->set_active_world( nullptr );
365 world_generator->init();
366 const std::vector<mod_id> mods_empty;
367 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
368 world_generator->set_active_world( test_world );
369
370 // if no loadable mods then test core data only
371 try {
374 } catch( const std::exception &err ) {
375 std::cerr << "Error loading data from json: " << err.what() << std::endl;
376 }
377
378 std::string world_name = world_generator->active_world->world_name;
379 world_generator->delete_world( world_name, true );
380
383 }
384
385 for( const auto &e : check ) {
386 world_generator->set_active_world( nullptr );
387 world_generator->init();
388 const std::vector<mod_id> mods_empty;
389 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
390 if( !test_world ) {
391 std::cerr << "Failed to generate test world." << std::endl;
392 return false;
393 }
394 world_generator->set_active_world( test_world );
395
396 if( !e.is_valid() ) {
397 std::cerr << "Unknown mod: " << e.str() << std::endl;
398 return false;
399 }
400
401 const MOD_INFORMATION &mod = *e;
402
403 if( !tree.is_available( mod.ident ) ) {
404 std::cerr << "Missing dependencies: " << mod.name() << "\n"
405 << tree.get_node( mod.ident )->s_errors() << std::endl;
406 return false;
407 }
408
409 std::cout << "Checking mod " << mod.name() << " [" << mod.ident.str() << "]" << std::endl;
410
411 try {
413
414 // Load any dependencies
415 for( auto &dep : tree.get_dependencies_of_X_as_strings( mod.ident ) ) {
416 load_data_from_dir( dep->path, dep->ident.str(), ui );
417 }
418
419 // Load mod itself
420 load_data_from_dir( mod.path, mod.ident.str(), ui );
422 } catch( const std::exception &err ) {
423 std::cerr << "Error loading data: " << err.what() << std::endl;
424 }
425
426 std::string world_name = world_generator->active_world->world_name;
427 world_generator->delete_world( world_name, true );
428
431 }
432 return true;
433}
void finalize_loaded_data(loading_ui &ui)
Called to finalize the loaded data.
Definition: init.cpp:627
static DynamicDataLoader & get_instance()
Returns the single instance of this class.
Definition: init.cpp:112
void load_data_from_dir(const std::string &path, const std::string &src, loading_ui &ui)
Loads dynamic data from the given directory.
Definition: game.cpp:449
void load_core_data(loading_ui &ui)
Loads core dynamic data.
Definition: game.cpp:440
void reset()
Delete all buffered submaps.
Definition: mapbuffer.cpp:49
int check(unformattable)
Definition: fmtlib_core.h:1610
Definition: overmap_ui.h:17
overmapbuffer overmap_buffer

References detail::check(), overmapbuffer::clear(), DynamicDataLoader::finalize_loaded_data(), DynamicDataLoader::get_instance(), load_core_data(), load_data_from_dir(), MAPBUFFER, overmap_buffer, mapbuffer::reset(), and world_generator.

◆ check_near_zone()

bool game::check_near_zone ( const zone_type_id type,
const tripoint where 
) const

Checks whether or not there is a zone of particular type nearby.

Definition at line 6098 of file game.cpp.

6099{
6100 return zone_manager::get_manager().has_near( type, m.getabs( where ) );
6101}
static zone_manager & get_manager()
Definition: clzones.cpp:125
bool has_near(const zone_type_id &type, const tripoint &where, int range=MAX_DISTANCE, const faction_id &fac=your_fac) const
Definition: clzones.cpp:702

References zone_manager::get_manager(), map::getabs(), zone_manager::has_near(), m, and type.

◆ check_safe_mode_allowed()

bool game::check_safe_mode_allowed ( bool  repeat_safe_mode_warnings = true)

Check whether movement is allowed according to safe mode settings.

Returns
true if the movement is allowed, otherwise false.

Definition at line 8630 of file game.cpp.

8631{
8632 if( !repeat_safe_mode_warnings && safe_mode_warning_logged ) {
8633 // Already warned player since safe_mode_warning_logged is set.
8634 return false;
8635 }
8636
8637 std::string msg_ignore = press_x( ACTION_IGNORE_ENEMY );
8638 if( !msg_ignore.empty() ) {
8639 std::wstring msg_ignore_wide = utf8_to_wstr( msg_ignore );
8640 // Operate on a wide-char basis to prevent corrupted multi-byte string
8641 msg_ignore_wide[0] = towlower( msg_ignore_wide[0] );
8642 msg_ignore = wstr_to_utf8( msg_ignore_wide );
8643 }
8644
8646 // Automatic and mandatory safemode. Make BLOODY sure the player notices!
8647 if( u.get_int_base() < 5 || u.has_trait( trait_id( "PROF_CHURL" ) ) ) {
8649 _( "There's an angry red dot on your body, %s to brush it off." ), msg_ignore );
8650 } else {
8652 _( "You are being laser-targeted, %s to ignore." ), msg_ignore );
8653 }
8655 return false;
8656 }
8657 if( safe_mode != SAFE_MODE_STOP ) {
8658 return true;
8659 }
8660 // Currently driving around, ignore the monster, they have no chance against a proper car anyway (-:
8661 if( u.controlling_vehicle && !get_option<bool>( "SAFEMODEVEH" ) ) {
8662 return true;
8663 }
8664 // Monsters around and we don't want to run
8665 std::string spotted_creature_name;
8666 const monster_visible_info &mon_visible = u.get_mon_visible();
8667 const auto &new_seen_mon = mon_visible.new_seen_mon;
8668
8669 if( new_seen_mon.empty() ) {
8670 // naming consistent with code in game::mon_info
8671 spotted_creature_name = _( "a survivor" );
8673 } else {
8674 spotted_creature_name = new_seen_mon.back()->name();
8675 get_safemode().lastmon_whitelist = spotted_creature_name;
8676 }
8677
8678 std::string whitelist;
8679 if( !get_safemode().empty() ) {
8680 whitelist = string_format( _( " or %s to whitelist the monster" ),
8682 }
8683
8684 const std::string msg_safe_mode = press_x( ACTION_TOGGLE_SAFEMODE );
8686 _( "Spotted %1$s--safe mode is on! (%2$s to turn it off, %3$s to ignore monster%4$s)" ),
8687 spotted_creature_name, msg_safe_mode, msg_ignore, whitelist );
8689 return false;
8690}
std::string press_x(action_id act)
Definition: action.cpp:452
@ ACTION_IGNORE_ENEMY
Ignore the enemy that triggered safemode.
Definition: action.h:221
@ ACTION_WHITELIST_ENEMY
Whitelist the enemy that triggered safemode.
Definition: action.h:223
@ ACTION_TOGGLE_SAFEMODE
Turn safemode on/off, while leaving autosafemode intact.
Definition: action.h:215
std::wstring utf8_to_wstr(const std::string &str)
std::string wstr_to_utf8(const std::wstring &wstr)
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:103
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1179
int get_int_base() const override
Definition: avatar.cpp:1001
monster_visible_info & get_mon_visible()
Definition: avatar.h:211
std::string lastmon_whitelist
Definition: safemode_ui.h:87
std::string npc_type_name()
Definition: safemode_ui.cpp:44
@ gmf_bypass_cooldown
Definition: enums.h:281
static const efftype_id effect_laserlocked("laserlocked")
@ SAFE_MODE_STOP
Definition: game.h:79
safemode & get_safemode()
Definition: safemode_ui.cpp:33
Structure allowing a combination of game_message_type and game_message_flags.
Definition: enums.h:286
std::vector< shared_ptr_fast< monster > > new_seen_mon
Definition: avatar.h:40

References _, ACTION_IGNORE_ENEMY, ACTION_TOGGLE_SAFEMODE, ACTION_WHITELIST_ENEMY, add_msg(), Character::controlling_vehicle, effect_laserlocked, avatar::get_int_base(), avatar::get_mon_visible(), get_safemode(), gmf_bypass_cooldown, Creature::has_effect(), Character::has_trait(), safemode::lastmon_whitelist, m_warning, monster_visible_info::new_seen_mon, safemode::npc_type_name(), press_x(), safe_mode, SAFE_MODE_STOP, safe_mode_warning_logged, string_format(), u, utf8_to_wstr(), and wstr_to_utf8().

Referenced by handle_action().

◆ check_zone()

bool game::check_zone ( const zone_type_id type,
const tripoint where 
) const

Definition at line 6093 of file game.cpp.

6094{
6095 return zone_manager::get_manager().has( type, m.getabs( where ) );
6096}
bool has(const zone_type_id &type, const tripoint &where, const faction_id &fac=your_fac) const
Definition: clzones.cpp:694

References zone_manager::get_manager(), map::getabs(), zone_manager::has(), m, and type.

Referenced by place_player().

◆ cleanup_at_end()

bool game::cleanup_at_end ( )

Definition at line 1032 of file game.cpp.

1033{
1034 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1035 // Put (non-hallucinations) into the overmap so they are not lost.
1036 for( monster &critter : all_monsters() ) {
1037 despawn_monster( critter );
1038 }
1039 // Reset NPC factions and disposition
1041 // Save the factions', missions and set the NPC's overmap coordinates
1042 // Npcs are saved in the overmap.
1043 save_factions_missions_npcs(); //missions need to be saved as they are global for all saves.
1044 // save artifacts.
1046
1047 // and the overmap, and the local map.
1048 save_maps(); //Omap also contains the npcs who need to be saved.
1049 }
1050
1051 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1052 std::vector<std::string> vRip;
1053
1054 int iMaxWidth = 0;
1055 int iNameLine = 0;
1056 int iInfoLine = 0;
1057
1060 if( !( u.has_trait( trait_id( "CANNIBAL" ) ) || u.has_trait( trait_id( "PSYCHOPATH" ) ) ) ) {
1061 vRip.emplace_back( " _______ ___" );
1062 vRip.emplace_back( " < `/ |" );
1063 vRip.emplace_back( " > _ _ (" );
1064 vRip.emplace_back( " | |_) | |_) |" );
1065 vRip.emplace_back( " | | \\ | | |" );
1066 vRip.emplace_back( " ______.__%_| |_________ __" );
1067 vRip.emplace_back( " _/ \\| |" );
1068 iNameLine = vRip.size();
1069 vRip.emplace_back( "| <" );
1070 vRip.emplace_back( "| |" );
1071 iMaxWidth = utf8_width( vRip.back() );
1072 vRip.emplace_back( "| |" );
1073 vRip.emplace_back( "|_____.-._____ __/|_________|" );
1074 vRip.emplace_back( " | |" );
1075 iInfoLine = vRip.size();
1076 vRip.emplace_back( " | |" );
1077 vRip.emplace_back( " | <" );
1078 vRip.emplace_back( " | |" );
1079 vRip.emplace_back( " | _ |" );
1080 vRip.emplace_back( " |__/ |" );
1081 vRip.emplace_back( " % / `--. |%" );
1082 vRip.emplace_back( " * .%%| -< @%%%" ); // NOLINT(cata-text-style)
1083 vRip.emplace_back( " `\\%`@| |@@%@%%" );
1084 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1085 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1086
1087 } else {
1088 vRip.emplace_back( " _______ ___" );
1089 vRip.emplace_back( " | \\/ |" );
1090 vRip.emplace_back( " | |" );
1091 vRip.emplace_back( " | |" );
1092 iInfoLine = vRip.size();
1093 vRip.emplace_back( " | |" );
1094 vRip.emplace_back( " | |" );
1095 vRip.emplace_back( " | |" );
1096 vRip.emplace_back( " | |" );
1097 vRip.emplace_back( " | <" );
1098 vRip.emplace_back( " | _ |" );
1099 vRip.emplace_back( " |__/ |" );
1100 vRip.emplace_back( " ______.__%_| |__________ _" );
1101 vRip.emplace_back( " _/ \\| \\" );
1102 iNameLine = vRip.size();
1103 vRip.emplace_back( "| <" );
1104 vRip.emplace_back( "| |" );
1105 iMaxWidth = utf8_width( vRip.back() );
1106 vRip.emplace_back( "| |" );
1107 vRip.emplace_back( "|_____.-._______ __/|__________|" );
1108 vRip.emplace_back( " % / `_-. _ |%" );
1109 vRip.emplace_back( " * .%%| |_) | |_)< @%%%" ); // NOLINT(cata-text-style)
1110 vRip.emplace_back( " `\\%`@| | \\ | | |@@%@%%" );
1111 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1112 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1113 }
1114 } else {
1115 vRip.emplace_back( R"( _________ ____ )" );
1116 vRip.emplace_back( R"( _/ `/ \_ )" );
1117 vRip.emplace_back( R"( _/ _ _ \_. )" );
1118 vRip.emplace_back( R"( _%\ |_) | |_) \_ )" );
1119 vRip.emplace_back( R"( _/ \/ | \ | | \_ )" );
1120 vRip.emplace_back( R"( _/ \_ )" );
1121 vRip.emplace_back( R"(| |)" );
1122 iNameLine = vRip.size();
1123 vRip.emplace_back( R"( ) < )" );
1124 vRip.emplace_back( R"(| |)" );
1125 vRip.emplace_back( R"(| |)" );
1126 vRip.emplace_back( R"(| _ |)" );
1127 vRip.emplace_back( R"(|__/ |)" );
1128 iMaxWidth = utf8_width( vRip.back() );
1129 vRip.emplace_back( R"( / `--. |)" );
1130 vRip.emplace_back( R"(| ( )" );
1131 iInfoLine = vRip.size();
1132 vRip.emplace_back( R"(| |)" );
1133 vRip.emplace_back( R"(| |)" );
1134 vRip.emplace_back( R"(| % . |)" );
1135 vRip.emplace_back( R"(| @` %% |)" );
1136 vRip.emplace_back( R"(| %@%@%\ * %`%@%|)" );
1137 vRip.emplace_back( R"(%%@@@.%@%\%% `\ %%.%%@@%@)" );
1138 vRip.emplace_back( R"(@%@@%%%%%@@@@@@%%%%%%%%@@%%@@@%%%@%%@)" );
1139 }
1140
1141 const int iOffsetX = TERMX > FULL_SCREEN_WIDTH ? ( TERMX - FULL_SCREEN_WIDTH ) / 2 : 0;
1142 const int iOffsetY = TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0;
1143
1145 point( iOffsetX, iOffsetY ) );
1146 draw_border( w_rip );
1147
1148 sfx::do_player_death_hurt( g->u, true );
1153
1154 for( size_t iY = 0; iY < vRip.size(); ++iY ) {
1155 size_t iX = 0;
1156 const char *str = vRip[iY].data();
1157 for( int slen = vRip[iY].size(); slen > 0; ) {
1158 const uint32_t cTemp = UTF8_getch( &str, &slen );
1159 if( cTemp != U' ' ) {
1160 nc_color ncColor = c_light_gray;
1161
1162 if( cTemp == U'%' ) {
1163 ncColor = c_green;
1164
1165 } else if( cTemp == U'_' || cTemp == U'|' ) {
1166 ncColor = c_white;
1167
1168 } else if( cTemp == U'@' ) {
1169 ncColor = c_brown;
1170
1171 } else if( cTemp == U'*' ) {
1172 ncColor = c_red;
1173 }
1174
1175 mvwputch( w_rip, point( iX + FULL_SCREEN_WIDTH / 2 - ( iMaxWidth / 2 ), iY + 1 ), ncColor,
1176 cTemp );
1177 }
1178 iX += mk_wcwidth( cTemp );
1179 }
1180 }
1181
1182 std::string sTemp;
1183
1184 center_print( w_rip, iInfoLine++, c_white, _( "Survived:" ) );
1185
1187 const int minutes = to_minutes<int>( survived ) % 60;
1188 const int hours = to_hours<int>( survived ) % 24;
1189 const int days = to_days<int>( survived );
1190
1191 if( days > 0 ) {
1192 sTemp = string_format( "%dd %dh %dm", days, hours, minutes );
1193 } else if( hours > 0 ) {
1194 sTemp = string_format( "%dh %dm", hours, minutes );
1195 } else {
1196 sTemp = string_format( "%dm", minutes );
1197 }
1198
1199 center_print( w_rip, iInfoLine++, c_white, sTemp );
1200
1201 const int iTotalKills = get_kill_tracker().monster_kill_count();
1202
1203 sTemp = _( "Kills:" );
1204 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - 5, 1 + iInfoLine++ ), c_light_gray,
1205 ( sTemp + " " ) );
1206 wprintz( w_rip, c_magenta, "%d", iTotalKills );
1207
1208 sTemp = _( "In memory of:" );
1209 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1211 sTemp );
1212
1213 sTemp = u.name;
1214 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ), c_white,
1215 sTemp );
1216
1217 sTemp = _( "Last Words:" );
1218 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1220 sTemp );
1221
1222 int iStartX = FULL_SCREEN_WIDTH / 2 - ( ( iMaxWidth - 4 ) / 2 );
1223 std::string sLastWords = string_input_popup()
1224 .window( w_rip, point( iStartX, iNameLine ), iStartX + iMaxWidth - 4 - 1 )
1225 .max_length( iMaxWidth - 4 - 1 )
1226 .query_string();
1227 death_screen();
1228 const bool is_suicide = uquit == QUIT_SUICIDE;
1229 events().send<event_type::game_over>( is_suicide, sLastWords );
1230 // Struck the save_player_data here to forestall Weirdness
1231 std::string char_filename = generate_memorial_filename( u.name );
1232 move_save_to_graveyard( char_filename );
1233 write_memorial_file( char_filename, sLastWords );
1234 memorial().clear();
1235 std::vector<std::string> characters = list_active_characters();
1236 // remove current player from the active characters list, as they are dead
1237 std::vector<std::string>::iterator curchar = std::find( characters.begin(),
1238 characters.end(), u.name );
1239 if( curchar != characters.end() ) {
1240 characters.erase( curchar );
1241 }
1242
1243 if( characters.empty() ) {
1244 bool queryDelete = false;
1245 bool queryReset = false;
1246
1247 if( get_option<std::string>( "WORLD_END" ) == "query" ) {
1248 bool decided = false;
1249 std::string buffer = _( "Warning: NPC interactions and some other global flags "
1250 "will not all reset when starting a new character in an "
1251 "already-played world. This can lead to some strange "
1252 "behavior.\n\n"
1253 "Are you sure you wish to keep this world?"
1254 );
1255
1256 while( !decided ) {
1257 uilist smenu;
1258 smenu.allow_cancel = false;
1259 smenu.addentry( 0, true, 'r', "%s", _( "Reset world" ) );
1260 smenu.addentry( 1, true, 'd', "%s", _( "Delete world" ) );
1261 smenu.addentry( 2, true, 'k', "%s", _( "Keep world" ) );
1262 smenu.query();
1263
1264 switch( smenu.ret ) {
1265 case 0:
1266 queryReset = true;
1267 decided = true;
1268 break;
1269 case 1:
1270 queryDelete = true;
1271 decided = true;
1272 break;
1273 case 2:
1274 decided = query_yn( buffer );
1275 break;
1276 }
1277 }
1278 }
1279
1280 if( queryDelete || get_option<std::string>( "WORLD_END" ) == "delete" ) {
1281 world_generator->delete_world( world_generator->active_world->world_name, true );
1282
1283 } else if( queryReset || get_option<std::string>( "WORLD_END" ) == "reset" ) {
1284 world_generator->delete_world( world_generator->active_world->world_name, false );
1285 }
1286 } else if( get_option<std::string>( "WORLD_END" ) != "keep" ) {
1287 std::string tmpmessage;
1288 for( auto &character : characters ) {
1289 tmpmessage += "\n ";
1290 tmpmessage += character;
1291 }
1292 popup( _( "World retained. Characters remaining:%s" ), tmpmessage );
1293 }
1294 if( gamemode ) {
1295 gamemode = std::make_unique<special_game>(); // null gamemode or something..
1296 }
1297 }
1298
1299 //Reset any offset due to driving
1301
1302 //clear all sound channels
1308
1309 MAPBUFFER.reset();
1311
1312#if defined(__ANDROID__)
1313 quick_shortcuts_map.clear();
1314#endif
1315 return true;
1316}
uint32_t UTF8_getch(const char **src, int *srclen)
Definition: catacharset.cpp:18
int utf8_width(const char *s, const bool ignore_tags)
std::string name
Definition: character.h:1504
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
void send(const cata::event &) const
Definition: event_bus.cpp:58
void move_save_to_graveyard(const std::string &dirname)
Definition: game.cpp:2548
bool save_maps()
Definition: game.cpp:2812
std::unique_ptr< special_game > gamemode
Definition: game.h:1076
void death_screen()
Definition: game.cpp:2498
monster_range all_monsters()
Same as all_creatures but iterators only over monsters.
Definition: game.cpp:12049
bool save_factions_missions_npcs()
Definition: game.cpp:2798
void despawn_monster(monster &critter)
Despawn a specific monster, it's stored on the overmap.
Definition: game.cpp:11074
const kill_tracker & get_kill_tracker() const
Definition: game.cpp:970
void write_memorial_file(const std::string &filename, std::string sLastWords)
Writes information about the character out to a text file timestamped with the time of the file was m...
Definition: game.cpp:2911
std::vector< std::string > list_active_characters()
Returns a list of currently active character saves.
Definition: game.cpp:2896
bool save_artifacts()
Definition: game.cpp:2806
memorial_logger & memorial()
Definition: game.cpp:2861
void reset_npc_dispositions()
Definition: game.cpp:2770
int monster_kill_count() const
string_input_popup & max_length(int value)
Maximal amount of Unicode characters that can be given by the user.
const std::string & query_string(bool loop=true, bool draw_only=false)
string_input_popup & window(const catacurses::window &w, const point &start, int endx)
Set the window area where to display the input text.
A duration defined as a number of specific time units.
Definition: calendar.h:180
bool allow_cancel
Definition: ui.h:362
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_magenta
Definition: color.h:25
#define c_brown
Definition: color.h:26
#define c_red
Definition: color.h:21
static const itype_id itype_holybook_bible1("holybook_bible1")
static std::string generate_memorial_filename(const std::string &char_name)
Definition: game.cpp:1005
static const itype_id itype_holybook_bible2("holybook_bible2")
static const itype_id itype_holybook_bible3("holybook_bible3")
@ QUIT_DIED
Definition: game.h:72
@ QUIT_SUICIDE
Definition: game.h:69
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
window newwin(int nlines, int ncols, const point &begin)
Definition: ncurses_def.cpp:34
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)
const size_t size
Definition: om_direction.h:27
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1633
void fade_audio_channel(channel channel, int duration)
Definition: sounds.cpp:1618
void fade_audio_group(group group, int duration)
Definition: sounds.cpp:1617
int TERMX
Definition: output.cpp:47
void mvwprintz(const catacurses::window &w, const point &p, const nc_color &FG, const std::string &text)
Definition: output.cpp:2035
int FULL_SCREEN_HEIGHT
Definition: output.cpp:56
int TERMY
Definition: output.cpp:48
void center_print(const catacurses::window &w, const int y, const nc_color &FG, const std::string &text)
Definition: output.cpp:446
void wprintz(const catacurses::window &w, const nc_color &FG, const std::string &text)
Definition: output.cpp:2043
int FULL_SCREEN_WIDTH
Definition: output.cpp:55
void mvwputch(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:477
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575
int mk_wcwidth(uint32_t ucs)
Definition: wcwidth.cpp:94

References _, uilist::addentry(), all_monsters(), uilist::allow_cancel, sfx::any, c_brown, c_green, c_light_gray, c_magenta, c_red, c_white, center_print(), memorial_logger::clear(), overmapbuffer::clear(), sfx::context_themes, death_screen(), despawn_monster(), sfx::do_player_death_hurt(), draw_border(), events(), sfx::fade_audio_channel(), sfx::fade_audio_group(), sfx::fatigue, detail::find(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, game_over, gamemode, generate_memorial_filename(), get_kill_tracker(), visitable< T >::has_amount(), Character::has_trait(), itype_holybook_bible1, itype_holybook_bible2, itype_holybook_bible3, list_active_characters(), MAPBUFFER, string_input_popup::max_length(), memorial(), mk_wcwidth(), kill_tracker::monster_kill_count(), move_save_to_graveyard(), mvwprintz(), mvwputch(), Character::name, catacurses::newwin(), overmap_buffer, point_zero, popup(), uilist::query(), string_input_popup::query_string(), query_yn(), QUIT_DIED, QUIT_SUICIDE, mapbuffer::reset(), reset_npc_dispositions(), uilist::ret, save_artifacts(), save_factions_missions_npcs(), save_maps(), event_bus::send(), set_driving_view_offset(), om_direction::size, calendar::start_of_cataclysm, string_format(), TERMX, TERMY, sfx::time_of_day, calendar::turn, u, uquit, UTF8_getch(), utf8_width(), sfx::weather, string_input_popup::window(), world_generator, wprintz(), and write_memorial_file().

Referenced by do_turn().

◆ cleanup_dead()

void game::cleanup_dead ( )

Definition at line 4165 of file game.cpp.

4166{
4167 // Dead monsters need to stay in the tracker until everything else that needs to die does so
4168 // This is because dying monsters can still interact with other dying monsters (@ref Creature::killer)
4169 bool monster_is_dead = critter_tracker->kill_marked_for_death();
4170
4171 bool npc_is_dead = false;
4172 // can't use all_npcs as that does not include dead ones
4173 for( const auto &n : active_npc ) {
4174 if( n->is_dead() ) {
4175 n->die( nullptr ); // make sure this has been called to create corpses etc.
4176 npc_is_dead = true;
4177 }
4178 }
4179
4180 if( monster_is_dead ) {
4181 // From here on, pointers to creatures get invalidated as dead creatures get removed.
4182 critter_tracker->remove_dead();
4183 }
4184
4185 if( npc_is_dead ) {
4186 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
4187 if( ( *it )->is_dead() ) {
4188 remove_npc_follower( ( *it )->getID() );
4189 overmap_buffer.remove_npc( ( *it )->getID() );
4190 it = active_npc.erase( it );
4191 } else {
4192 it++;
4193 }
4194 }
4195 }
4196
4197 critter_died = false;
4198}
void remove_npc_follower(const character_id &id)
Remove follower id from follower set.
Definition: game.cpp:1968
pimpl< Creature_tracker > critter_tracker
Definition: game.h:994
std::list< shared_ptr_fast< npc > > active_npc
Definition: game.h:1058
bool critter_died
Has anything died in this turn and needs to be cleaned up?
Definition: game.h:1070
shared_ptr_fast< npc > remove_npc(const character_id &id)
Find npc by id and if found, erase it from the npc list and return it ( or return nullptr if not foun...

References active_npc, critter_died, critter_tracker, overmap_buffer, overmapbuffer::remove_npc(), and remove_npc_follower().

Referenced by do_turn(), and monmove().

◆ clear_zombies()

void game::clear_zombies ( )

Redirects to the creature_tracker clear() function.

Definition at line 4839 of file game.cpp.

4840{
4841 critter_tracker->clear();
4842}

References critter_tracker.

Referenced by setup().

◆ control_vehicle()

void game::control_vehicle ( )
private

Definition at line 5253 of file game.cpp.

5254{
5255 static const itype_id fuel_type_animal( "animal" );
5256 int veh_part = -1;
5257 vehicle *veh = remoteveh();
5258 if( veh == nullptr ) {
5259 if( const optional_vpart_position vp = m.veh_at( u.pos() ) ) {
5260 veh = &vp->vehicle();
5261 veh_part = vp->part_index();
5262 }
5263 }
5264 if( veh != nullptr && veh->player_in_control( u ) &&
5265 veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ) {
5266 veh->use_controls( u.pos() );
5267 } else if( veh && veh->player_in_control( u ) &&
5268 veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 ) {
5269 u.controlling_vehicle = false;
5270 add_msg( m_info, _( "You let go of the reins." ) );
5271 } else if( veh && ( veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ||
5272 ( veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 &&
5273 veh->has_engine_type( fuel_type_animal, false ) && veh->has_harnessed_animal() ) ) &&
5274 u.in_vehicle ) {
5275 if( u.has_trait( trait_WAYFARER ) ) {
5276 add_msg( m_info, _( "You refuse to take control of this vehicle." ) );
5277 return;
5278 }
5279 if( !veh->interact_vehicle_locked() ) {
5280 veh->handle_potential_theft( dynamic_cast<player &>( u ) );
5281 return;
5282 }
5283 if( veh->engine_on ) {
5284 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5285 return;
5286 }
5287 u.controlling_vehicle = true;
5288 add_msg( _( "You take control of the %s." ), veh->name );
5289 } else {
5290 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5291 return;
5292 }
5293 veh->start_engines( true );
5294 }
5295 } else { // Start looking for nearby vehicle controls.
5296 int num_valid_controls = 0;
5297 cata::optional<tripoint> vehicle_position;
5298 cata::optional<vpart_reference> vehicle_controls;
5299 for( const tripoint elem : m.points_in_radius( g->u.pos(), 1 ) ) {
5300 if( const optional_vpart_position vp = m.veh_at( elem ) ) {
5301 const cata::optional<vpart_reference> controls = vp.value().part_with_feature( "CONTROLS", true );
5302 if( controls ) {
5303 num_valid_controls++;
5304 vehicle_position = elem;
5305 vehicle_controls = controls;
5306 }
5307 }
5308 }
5309 if( num_valid_controls < 1 ) {
5310 add_msg( _( "No vehicle controls found." ) );
5311 return;
5312 } else if( num_valid_controls > 1 ) {
5313 vehicle_position = choose_adjacent( _( "Control vehicle where?" ) );
5314 if( !vehicle_position ) {
5315 return;
5316 }
5317 const optional_vpart_position vp = m.veh_at( *vehicle_position );
5318 if( vp ) {
5319 vehicle_controls = vp.value().part_with_feature( "CONTROLS", true );
5320 if( !vehicle_controls ) {
5321 add_msg( _( "The vehicle doesn't have controls there." ) );
5322 return;
5323 }
5324 } else {
5325 add_msg( _( "No vehicle there." ) );
5326 return;
5327 }
5328 }
5329 // If we hit neither of those, there's only one set of vehicle controls, which should already have been found.
5330 if( vehicle_controls ) {
5331 veh = &vehicle_controls->vehicle();
5332 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5333 return;
5334 }
5335 veh->use_controls( *vehicle_position );
5336 //May be folded up (destroyed), so need to re-get it
5337 veh = g->remoteveh();
5338 }
5339 }
5340 if( veh ) {
5341 // If we reached here, we gained control of a vehicle.
5342 // Clear the map memory for the area covered by the vehicle to eliminate ghost vehicles.
5343 for( const tripoint &target : veh->get_points() ) {
5344 u.clear_memorized_tile( m.getabs( target ) );
5345 }
5346 veh->is_following = false;
5347 veh->is_patrolling = false;
5348 veh->autopilot_on = false;
5349 veh->is_autodriving = false;
5350 }
5351}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1019
bool in_vehicle
Definition: character.h:1511
void clear_memorized_tile(const tripoint &pos)
Definition: avatar.cpp:165
vehicle * remoteveh()
Returns the current remotely controlled vehicle.
Definition: game.cpp:2334
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8570
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1006
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
Definition: player.h:90
bool engine_on
Definition: vehicle.h:1989
std::set< tripoint > & get_points(bool force_refresh=false)
Definition: vehicle.cpp:6758
bool handle_potential_theft(player &p, bool check_only=false, bool prompt=true)
Definition: vehicle.cpp:4377
std::string name
Definition: vehicle.h:1849
bool has_engine_type(const itype_id &ft, bool enabled) const
Definition: vehicle.cpp:1031
void start_engines(bool take_control=false, bool autodrive=false)
void use_controls(const tripoint &pos)
Operate vehicle controls.
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:251
bool has_harnessed_animal() const
bool interact_vehicle_locked()
int avail_part_with_feature(int p, const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2545
bool autopilot_on
Definition: vehicle.h:1997
bool is_autodriving
Definition: vehicle.h:1982
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2461
static const trait_id trait_WAYFARER("WAYFARER")

References _, add_msg(), vehicle::autopilot_on, vehicle::avail_part_with_feature(), choose_adjacent(), avatar::clear_memorized_tile(), Character::controlling_vehicle, vehicle::engine_on, fuel_type_animal, g, vehicle::get_points(), map::getabs(), vehicle::handle_potential_theft(), vehicle::has_engine_type(), vehicle::has_harnessed_animal(), Character::has_trait(), Character::in_vehicle, vehicle::interact_vehicle_locked(), vehicle::is_autodriving, vehicle::is_following, vehicle::is_patrolling, m, m_info, vehicle::name, vpart_position::part_with_feature(), vehicle::player_in_control(), map::points_in_radius(), Character::pos(), remoteveh(), vehicle::start_engines(), trait_WAYFARER, u, vehicle::use_controls(), cata::optional< T >::value(), map::veh_at(), and vehicle::vehicle().

Referenced by handle_action().

◆ create_or_get_main_ui_adaptor()

shared_ptr_fast< ui_adaptor > game::create_or_get_main_ui_adaptor ( )

In tiles mode w_terrain can have a different font (with a different tile dimension) or can be drawn by cata_tiles which uses tiles that again might have a different dimension then the normal font used everywhere else.

TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can be displayed in w_terrain (using it's specific tile dimension), not including partially drawn squares at the right/bottom. You should use it whenever you want to draw specific squares in that window or to determine whether a specific square is draw on screen (or outside the screen and needs scrolling).

TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of w_terrain in the standard font dimension (the font that everything else uses). You usually don't have to use it, expect for positioning of windows, because the window positions use the standard font dimension.

The code here calculates size available for w_terrain, caps it at max_view_size (the maximal view range than any character can have at any time). It is stored in TERRAIN_WINDOW_*.

Definition at line 3048 of file game.cpp.

3049{
3051 if( !ui ) {
3052 main_ui_adaptor = ui = make_shared_fast<ui_adaptor>();
3053 ui->on_redraw( []( const ui_adaptor & ) {
3054 g->draw();
3055 } );
3056 ui->on_screen_resize( [this]( ui_adaptor & ui ) {
3057 // remove some space for the sidebar, this is the maximal space
3058 // (using standard font) that the terrain window can have
3059 const int sidebar_left = panel_manager::get_manager().get_width_left();
3060 const int sidebar_right = panel_manager::get_manager().get_width_right();
3061
3063 TERRAIN_WINDOW_WIDTH = TERMX - ( sidebar_left + sidebar_right );
3066
3067 /**
3068 * In tiles mode w_terrain can have a different font (with a different
3069 * tile dimension) or can be drawn by cata_tiles which uses tiles that again
3070 * might have a different dimension then the normal font used everywhere else.
3071 *
3072 * TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can
3073 * be displayed in w_terrain (using it's specific tile dimension), not
3074 * including partially drawn squares at the right/bottom. You should
3075 * use it whenever you want to draw specific squares in that window or to
3076 * determine whether a specific square is draw on screen (or outside the screen
3077 * and needs scrolling).
3078 *
3079 * TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of
3080 * w_terrain in the standard font dimension (the font that everything else uses).
3081 * You usually don't have to use it, expect for positioning of windows,
3082 * because the window positions use the standard font dimension.
3083 *
3084 * The code here calculates size available for w_terrain, caps it at
3085 * max_view_size (the maximal view range than any character can have at
3086 * any time).
3087 * It is stored in TERRAIN_WINDOW_*.
3088 */
3090
3091 // Position of the player in the terrain window, it is always in the center
3094
3096 point( sidebar_left, 0 ) );
3097
3098 // minimap is always MINIMAP_WIDTH x MINIMAP_HEIGHT in size
3100
3101 // need to init in order to avoid crash. gets updated by the panel code.
3103
3104 ui.position_from_window( catacurses::stdscr );
3105 } );
3106 ui->mark_resize();
3107 }
3108 return ui;
3109}
catacurses::window w_pixel_minimap
Definition: game.h:1012
catacurses::window w_minimap_ptr
Definition: game.h:1049
weak_ptr_fast< ui_adaptor > main_ui_adaptor
Definition: game.h:1095
catacurses::window w_minimap
Definition: game.h:1011
catacurses::window w_terrain_ptr
Definition: game.h:1048
static panel_manager & get_manager()
Definition: panels.h:72
int get_width_right()
Definition: panels.cpp:2294
int get_width_left()
Definition: panels.cpp:2302
static constexpr int MINIMAP_WIDTH
static constexpr int MINIMAP_HEIGHT
void to_map_font_dimension(int &, int &)
Definition: game_ui.cpp:20
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16
window stdscr
int TERRAIN_WINDOW_TERM_WIDTH
Definition: output.cpp:53
int TERRAIN_WINDOW_TERM_HEIGHT
Definition: output.cpp:54
int POSX
Definition: output.cpp:49
int TERRAIN_WINDOW_WIDTH
Definition: output.cpp:51
int POSY
Definition: output.cpp:50
int TERRAIN_WINDOW_HEIGHT
Definition: output.cpp:52

References g, panel_manager::get_manager(), panel_manager::get_width_left(), panel_manager::get_width_right(), main_ui_adaptor, MINIMAP_HEIGHT, MINIMAP_WIDTH, catacurses::newwin(), point_zero, POSX, POSY, catacurses::stdscr, TERMX, TERMY, TERRAIN_WINDOW_HEIGHT, TERRAIN_WINDOW_TERM_HEIGHT, TERRAIN_WINDOW_TERM_WIDTH, TERRAIN_WINDOW_WIDTH, to_map_font_dimension(), w_minimap, w_minimap_ptr, w_pixel_minimap, w_terrain, and w_terrain_ptr.

◆ create_starting_npcs()

void game::create_starting_npcs ( )
private

Definition at line 975 of file game.cpp.

976{
977 if( !get_option<bool>( "STATIC_NPC" ) ||
978 get_option<std::string>( "STARTING_NPC" ) == "never" ) {
979 return; //Do not generate a starting npc.
980 }
981
982 //We don't want more than one starting npc per starting location
983 const int radius = 1;
984 if( !overmap_buffer.get_npcs_near_player( radius ).empty() ) {
985 return; //There is already an NPC in this starting location
986 }
987
988 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
989 tmp->normalize();
990 tmp->randomize( one_in( 2 ) ? NC_DOCTOR : NC_NONE );
991 tmp->spawn_at_precise( { get_levx(), get_levy() }, u.pos() - point_south_east );
993 tmp->form_opinion( u );
994 tmp->set_attitude( NPCATT_NULL );
995 //This sets the NPC mission. This NPC remains in the starting location.
996 tmp->mission = NPC_MISSION_SHELTER;
997 tmp->chatbin.first_topic = "TALK_SHELTER";
998 tmp->toggle_trait( trait_id( "NPC_STARTING_NPC" ) );
999 tmp->set_fac( faction_id( "no_faction" ) );
1000 //One random starting NPC mission
1001 tmp->add_new_mission( mission::reserve_random( ORIGIN_OPENER_NPC, tmp->global_omt_location(),
1002 tmp->getID() ) );
1003}
int get_levy() const
Definition: game.cpp:11939
int get_levx() const
The top left corner of the reality bubble (in submaps coordinates).
Definition: game.cpp:11934
static mission * reserve_random(mission_origin origin, const tripoint_abs_omt &p, const character_id &npc_id)
Definition: mission.cpp:200
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
void insert_npc(const shared_ptr_fast< npc > &who)
Adds the npc to an overmap ( based on the npcs current location ) and stores it there.
string_id< faction > faction_id
Definition: clzones.h:30
@ ORIGIN_OPENER_NPC
Definition: mission.h:45
@ NPCATT_NULL
Definition: npc.h:81
@ NPC_MISSION_SHELTER
Definition: npc.h:181
npc_class_id NC_NONE("NC_NONE")
npc_class_id NC_DOCTOR("NC_DOCTOR")
static constexpr point point_south_east
Definition: point.h:279
bool one_in(int chance)
Definition: rng.cpp:65

References get_levx(), get_levy(), overmapbuffer::get_npcs_near_player(), overmapbuffer::insert_npc(), NC_DOCTOR, NC_NONE, NPC_MISSION_SHELTER, NPCATT_NULL, one_in(), ORIGIN_OPENER_NPC, overmap_buffer, point_south_east, Character::pos(), mission::reserve_random(), trait_id, and u.

Referenced by start_game().

◆ critter_at() [1/2]

template<typename T >
T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
)

Returns the Creature at the given location.

Optionally casted to the given type of creature: npc, player, monster - if there is a creature, but it's not of the requested type, returns nullptr.

Parameters
allow_hallucinationWhether to return monsters that are actually hallucinations.

Definition at line 4644 of file game.cpp.

4645{
4646 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( p ) ) {
4647 if( !allow_hallucination && mon_ptr->is_hallucination() ) {
4648 return nullptr;
4649 }
4650 // if we wanted to check for an NPC / player / avatar,
4651 // there is sometimes a monster AND an NPC/player there at the same time.
4652 // because the NPC/player etc may be riding that monster.
4653 // so only return the monster if we were actually looking for a monster.
4654 // otherwise, keep looking for the rider.
4655 // critter_at<creature> or critter_at() with no template will still default to returning monster first,
4656 // which is ok for the occasions where that happens.
4657 if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
4658 std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
4659 std::is_same<T, const Creature>::value ) ) {
4660 return dynamic_cast<T *>( mon_ptr.get() );
4661 }
4662 }
4663 if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
4664 if( p == u.pos() ) {
4665 return dynamic_cast<T *>( &u );
4666 }
4667 }
4668 for( auto &cur_npc : active_npc ) {
4669 if( cur_npc->pos() == p && !cur_npc->is_dead() ) {
4670 return dynamic_cast<T *>( cur_npc.get() );
4671 }
4672 }
4673 return nullptr;
4674}
static const efftype_id effect_ridden("ridden")

References active_npc, critter_tracker, effect_ridden, Character::pos(), and u.

Referenced by draw_look_around_cursor(), examine(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_player_input(), is_empty(), knockback(), phasing_move(), print_all_tile_info(), spawn_hallucination(), swap_critters(), and update_stair_monsters().

◆ critter_at() [2/2]

template<typename T >
const T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
) const

Definition at line 4677 of file game.cpp.

4678{
4679 return const_cast<game *>( this )->critter_at<T>( p, allow_hallucination );
4680}
Definition: game.h:144

◆ critter_by_id()

template<typename T >
template Creature * game::critter_by_id< Creature > ( const character_id id)
Returns
The living creature with the given id. Returns null if no living creature with such an id exists. Never returns a dead creature. Currently only the player character and npcs have ids.

Definition at line 4723 of file game.cpp.

4724{
4725 if( id == u.getID() ) {
4726 // player is always alive, therefore no is-dead check
4727 return dynamic_cast<T *>( &u );
4728 }
4729 return find_npc( id );
4730}
character_id getID() const
Definition: character.cpp:477
npc * find_npc(character_id id)
Find the npc with the given ID.
Definition: game.cpp:1957

References find_npc(), Character::getID(), and u.

◆ death_screen()

void game::death_screen ( )
private

Definition at line 2498 of file game.cpp.

2499{
2500 gamemode->game_over();
2504 follower_ids.clear();
2506}
stats_tracker & stats()
Definition: game.cpp:2856
void disp_NPC_epilogues()
Definition: game.cpp:2935
void display_faction_epilogues()
Definition: game.cpp:2952
void display_messages()
Definition: messages.cpp:801
void show_scores_ui(const achievements_tracker &achievements, stats_tracker &stats, const kill_tracker &kills)
Definition: scores_ui.cpp:69

References achievements_tracker_ptr, disp_NPC_epilogues(), display_faction_epilogues(), Messages::display_messages(), follower_ids, gamemode, get_kill_tracker(), show_scores_ui(), and stats().

Referenced by cleanup_at_end().

◆ despawn_monster()

void game::despawn_monster ( monster critter)

Despawn a specific monster, it's stored on the overmap.

Also removes it from the creature tracker. Keep in mind that any monster index may point to a different monster after calling this (or to no monster at all).

Definition at line 11074 of file game.cpp.

11075{
11076 if( !critter.is_hallucination() ) {
11077 // hallucinations aren't stored, they come and go as they like,
11079 }
11080
11081 critter.on_unload();
11082 remove_zombie( critter );
11083 // simulate it being dead so further processing of it (e.g. in monmove) will yield
11084 critter.set_hp( 0 );
11085}
void remove_zombie(const monster &critter)
Definition: game.cpp:4834
bool is_hallucination() const override
Definition: monster.cpp:2652
void on_unload()
Do some cleanup and caching as monster is being unloaded from map.
Definition: monster.cpp:2984
void set_hp(int hp)
Directly set the current hp of the monster (not capped at the maximal hp).
Definition: monster.cpp:1635
void despawn_monster(const monster &critter)
Despawn the monster back onto the overmap.

References overmapbuffer::despawn_monster(), monster::is_hallucination(), monster::on_unload(), overmap_buffer, remove_zombie(), and monster::set_hp().

Referenced by cleanup_at_end(), monmove(), place_player_overmap(), and shift_monsters().

◆ disable_robot()

bool game::disable_robot ( const tripoint p)

If there is a robot (that can be disabled), query the player and try to disable it.

Returns
true if the robot has been disabled or a similar action has been done. false if the player did not choose any action and the function has effectively done nothing.

Definition at line 8698 of file game.cpp.

8699{
8700 monster *const mon_ptr = critter_at<monster>( p );
8701 if( !mon_ptr ) {
8702 return false;
8703 }
8704 monster &critter = *mon_ptr;
8705 if( critter.friendly == 0 || critter.has_flag( MF_RIDEABLE_MECH ) ||
8706 ( critter.has_flag( MF_PAY_BOT ) && critter.has_effect( effect_paid ) ) ) {
8707 // Can only disable / reprogram friendly monsters
8708 return false;
8709 }
8710 const auto mid = critter.type->id;
8711 const auto mon_item_id = critter.type->revert_to_itype;
8712 if( !mon_item_id.is_empty() &&
8713 query_yn( _( "Deactivate the %s?" ), critter.name() ) ) {
8714
8715 u.moves -= 100;
8716 m.add_item_or_charges( p, critter.to_item() );
8717 if( !critter.has_flag( MF_INTERIOR_AMMO ) ) {
8718 for( auto &ammodef : critter.ammo ) {
8719 if( ammodef.second > 0 ) {
8720 m.spawn_item( p.xy(), ammodef.first, 1, ammodef.second, calendar::turn );
8721 }
8722 }
8723 }
8724 remove_zombie( critter );
8725 return true;
8726 }
8727 // Manhacks are special, they have their own menu here.
8728 if( mid == mon_manhack ) {
8729 int choice = UILIST_CANCEL;
8730 if( critter.has_effect( effect_docile ) ) {
8731 choice = uilist( _( "Reprogram the manhack?" ), { _( "Engage targets." ) } );
8732 } else {
8733 choice = uilist( _( "Reprogram the manhack?" ), { _( "Follow me." ) } );
8734 }
8735 switch( choice ) {
8736 case 0:
8737 if( critter.has_effect( effect_docile ) ) {
8738 critter.remove_effect( effect_docile );
8739 if( one_in( 3 ) ) {
8740 add_msg( _( "The %s hovers momentarily as it surveys the area." ),
8741 critter.name() );
8742 }
8743 } else {
8744 critter.add_effect( effect_docile, 1_turns, num_bp );
8745 if( one_in( 3 ) ) {
8746 add_msg( _( "The %s lets out a whirring noise and starts to follow you." ),
8747 critter.name() );
8748 }
8749 }
8750 u.moves -= 100;
8751 return true;
8752 default:
8753 break;
8754 }
8755 }
8756 return false;
8757}
@ num_bp
Definition: bodypart.h:52
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1136
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4175
bool has_flag(m_flag f) const override
Definition: monster.cpp:869
item to_item() const
Convert this monster into an item (see mtype::revert_to_itype).
Definition: monster.cpp:2792
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1811
int friendly
Definition: monster.h:473
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:492
std::map< itype_id, int > ammo
Definition: monster.h:514
static const efftype_id effect_docile("docile")
static const efftype_id effect_paid("paid")
static const mtype_id mon_manhack("mon_manhack")
@ MF_INTERIOR_AMMO
Definition: mtype.h:146
@ MF_RIDEABLE_MECH
Definition: mtype.h:115
@ MF_PAY_BOT
Definition: mtype.h:121
itype_id revert_to_itype
If this is not empty, the monster can be converted into an item of this type (if it's friendly).
Definition: mtype.h:361
constexpr point xy() const
Definition: point.h:220
const int UILIST_CANCEL
Definition: ui.h:28

References _, monster::add_effect(), map::add_item_or_charges(), add_msg(), monster::ammo, effect_docile, effect_paid, monster::friendly, Creature::has_effect(), monster::has_flag(), mtype::id, m, MF_INTERIOR_AMMO, MF_PAY_BOT, MF_RIDEABLE_MECH, mon_manhack, Creature::moves, monster::name(), num_bp, one_in(), query_yn(), Creature::remove_effect(), remove_zombie(), mtype::revert_to_itype, map::spawn_item(), monster::to_item(), calendar::turn, monster::type, u, UILIST_CANCEL, and tripoint::xy().

Referenced by examine().

◆ disp_NPC_epilogues()

void game::disp_NPC_epilogues ( )
private

Definition at line 2935 of file game.cpp.

2936{
2937 // TODO: This search needs to be expanded to all NPCs
2938 for( auto elem : follower_ids ) {
2940 if( !guy ) {
2941 continue;
2942 }
2943 const auto new_win = []() {
2945 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2946 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2947 };
2948 scrollable_text( new_win, guy->disp_name(), guy->get_epilogue() );
2949 }
2950}
shared_ptr_fast< npc > find_npc(character_id id)
Find the npc with the given ID.
void scrollable_text(const std::function< catacurses::window()> &init_window, const std::string &title, const std::string &text)
Definition: output.cpp:352

References overmapbuffer::find_npc(), follower_ids, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), overmap_buffer, scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ disp_NPCs()

void game::disp_NPCs ( )

Definition at line 2986 of file game.cpp.

2987{
2988 const tripoint_abs_omt ppos = u.global_omt_location();
2989 const tripoint &lpos = u.pos();
2990 std::vector<shared_ptr_fast<npc>> npcs = overmap_buffer.get_npcs_near_player( 100 );
2991 std::sort( npcs.begin(), npcs.end(), npc_dist_to_player() );
2992
2994 ui_adaptor ui;
2995 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
2998 TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0 ) );
2999 ui.position_from_window( w );
3000 } );
3001 ui.mark_resize();
3002 ui.on_redraw( [&]( const ui_adaptor & ) {
3003 werase( w );
3004 mvwprintz( w, point_zero, c_white, _( "Your overmap position: %s" ), ppos.to_string() );
3005 // NOLINTNEXTLINE(cata-use-named-point-constants)
3006 mvwprintz( w, point( 0, 1 ), c_white, _( "Your local position: %s" ), lpos.to_string() );
3007 size_t i;
3008 for( i = 0; i < 20 && i < npcs.size(); i++ ) {
3009 const tripoint_abs_omt apos = npcs[i]->global_omt_location();
3010 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %s", npcs[i]->name,
3011 apos.to_string() );
3012 }
3013 for( const monster &m : all_monsters() ) {
3014 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %d, %d, %d", m.name(),
3015 m.posx(), m.posy(), m.posz() );
3016 ++i;
3017 }
3018 wnoutrefresh( w );
3019 } );
3020
3021 input_context ctxt( "DISP_NPCS" );
3022 ctxt.register_action( "CONFIRM" );
3023 ctxt.register_action( "QUIT" );
3024 ctxt.register_action( "HELP_KEYBINDINGS" );
3025 bool stop = false;
3026 while( !stop ) {
3028 const std::string action = ctxt.handle_input();
3029 if( action == "CONFIRM" || action == "QUIT" ) {
3030 stop = true;
3031 }
3032 }
3033}
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6336
std::string to_string() const
Definition: coordinates.h:140
Represents a context in which a set of actions can be performed.
Definition: input.h:382
std::string name(const tripoint &p)
Definition: map.cpp:1322
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void werase(const window &win)
Definition: ncurses_def.cpp:53
std::string to_string() const
Definition: point.cpp:16

References _, action, all_monsters(), c_white, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), input_context::handle_input(), m, mvwprintz(), map::name(), om_direction::name(), catacurses::newwin(), overmap_buffer, point_zero, Character::pos(), ui_manager::redraw(), input_context::register_action(), TERMX, TERMY, coords::coord_point< Point, Origin, Scale >::to_string(), tripoint::to_string(), u, catacurses::werase(), and catacurses::wnoutrefresh().

◆ display_faction_epilogues()

void game::display_faction_epilogues ( )
private

Definition at line 2952 of file game.cpp.

2953{
2954 for( const auto &elem : faction_manager_ptr->all() ) {
2955 if( elem.second.known_by_u ) {
2956 const std::vector<std::string> epilogue = elem.second.epilogue();
2957 if( !epilogue.empty() ) {
2958 const auto new_win = []() {
2960 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2961 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2962 };
2963 scrollable_text( new_win, elem.second.name,
2964 std::accumulate( epilogue.begin() + 1, epilogue.end(), epilogue.front(),
2965 []( const std::string & lhs, const std::string & rhs ) -> std::string {
2966 return lhs + "\n" + rhs;
2967 } ) );
2968 }
2969 }
2970 }
2971}
pimpl< faction_manager > faction_manager_ptr
Definition: game.h:995

References faction_manager_ptr, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ display_lighting()

void game::display_lighting ( )
private

Definition at line 11286 of file game.cpp.

11287{
11288 if( use_tiles ) {
11290 if( !g->display_overlay_state( ACTION_DISPLAY_LIGHTING ) ) {
11291 return;
11292 }
11293 uilist lighting_menu;
11294 std::vector<std::string> lighting_menu_strings{
11295 "Global lighting conditions"
11296 };
11297
11298 int count = 0;
11299 for( const auto &menu_str : lighting_menu_strings ) {
11300 lighting_menu.addentry( count++, true, MENU_AUTOASSIGN, "%s", menu_str );
11301 }
11302
11303 lighting_menu.w_y_setup = 0;
11304 lighting_menu.query();
11305 if( ( lighting_menu.ret >= 0 ) &&
11306 ( static_cast<size_t>( lighting_menu.ret ) < lighting_menu_strings.size() ) ) {
11307 g->displaying_lighting_condition = lighting_menu.ret;
11308 }
11309 }
11310}
@ ACTION_DISPLAY_LIGHTING
Toggle lighting conditions map.
Definition: action.h:317
bool use_tiles
Use tiles for display.
void display_toggle_overlay(action_id)
Definition: game.cpp:11182
pos_scalar w_y_setup
Definition: ui.h:338
constexpr size_t count()
Definition: fmtlib_core.h:1073
const int MENU_AUTOASSIGN
Definition: ui.h:31

References ACTION_DISPLAY_LIGHTING, uilist::addentry(), detail::count(), display_toggle_overlay(), g, MENU_AUTOASSIGN, uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action(), and look_around().

◆ display_overlay_state()

bool game::display_overlay_state ( action_id  action)

Definition at line 11177 of file game.cpp.

11178{
11180}
cata::optional< action_id > displaying_overlays
Definition: game.h:940

References action, and displaying_overlays.

Referenced by display_toggle_overlay(), and display_visibility().

◆ display_radiation()

void game::display_radiation ( )
private

Definition at line 11312 of file game.cpp.

11313{
11314 if( use_tiles ) {
11316 }
11317}
@ ACTION_DISPLAY_RADIATION
Toggle radiation map.
Definition: action.h:319

References ACTION_DISPLAY_RADIATION, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_scent()

void game::display_scent ( )
private

Definition at line 11191 of file game.cpp.

11192{
11193 if( use_tiles ) {
11195 } else {
11196 int div;
11197 bool got_value = query_int( div, _( "Set the Scent Map sensitivity to (0 to cancel)?" ) );
11198 if( !got_value || div < 1 ) {
11199 add_msg( _( "Never mind." ) );
11200 return;
11201 }
11202 shared_ptr_fast<game::draw_callback_t> scent_cb = make_shared_fast<game::draw_callback_t>( [&]() {
11203 scent.draw( w_terrain, div * 2, u.pos() + u.view_offset );
11204 } );
11205 g->add_draw_callback( scent_cb );
11206
11209 }
11210}
@ ACTION_DISPLAY_SCENT
Toggle scent map.
Definition: action.h:279
void wait_for_any_key()
Wait until the user presses a key.
Definition: input.cpp:1309
tripoint view_offset
Definition: player.h:587
void draw(const catacurses::window &win, int div, const tripoint &center) const
Definition: scent_map.cpp:70
input_manager inp_mngr
Definition: input.cpp:109
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718

References _, ACTION_DISPLAY_SCENT, add_msg(), display_toggle_overlay(), scent_map::draw(), g, inp_mngr, Character::pos(), query_int(), ui_manager::redraw(), scent, u, use_tiles, player::view_offset, w_terrain, and input_manager::wait_for_any_key().

Referenced by handle_action(), and look_around().

◆ display_temperature()

void game::display_temperature ( )
private

Definition at line 11212 of file game.cpp.

11213{
11214 if( use_tiles ) {
11216 }
11217}
@ ACTION_DISPLAY_TEMPERATURE
Toggle temperature map.
Definition: action.h:311

References ACTION_DISPLAY_TEMPERATURE, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_toggle_overlay()

void game::display_toggle_overlay ( action_id  action)

Definition at line 11182 of file game.cpp.

11183{
11184 if( display_overlay_state( action ) ) {
11185 displaying_overlays.reset();
11186 } else {
11188 }
11189}
bool display_overlay_state(action_id)
Definition: game.cpp:11177

References action, display_overlay_state(), and displaying_overlays.

Referenced by display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), and display_visibility().

◆ display_transparency()

void game::display_transparency ( )
private

Definition at line 11319 of file game.cpp.

11320{
11321 if( use_tiles ) {
11323 }
11324}
@ ACTION_DISPLAY_TRANSPARENCY
Toggle transparency map.
Definition: action.h:321

References ACTION_DISPLAY_TRANSPARENCY, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_vehicle_ai()

void game::display_vehicle_ai ( )
private

Definition at line 11219 of file game.cpp.

11220{
11221 if( use_tiles ) {
11223 }
11224}
@ ACTION_DISPLAY_VEHICLE_AI
Toggle vehicle autopilot data.
Definition: action.h:313

References ACTION_DISPLAY_VEHICLE_AI, display_toggle_overlay(), and use_tiles.

Referenced by handle_action().

◆ display_visibility()

void game::display_visibility ( )
private

Definition at line 11226 of file game.cpp.

11227{
11228 if( use_tiles ) {
11231 std::vector< tripoint > locations;
11232 uilist creature_menu;
11233 int num_creatures = 0;
11234 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, "%s", _( "You" ) );
11235 locations.emplace_back( g->u.pos() ); // add player first.
11236 for( const Creature &critter : g->all_creatures() ) {
11237 if( critter.is_player() ) {
11238 continue;
11239 }
11240 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, critter.disp_name() );
11241 locations.emplace_back( critter.pos() );
11242 }
11243
11244 pointmenu_cb callback( locations );
11245 creature_menu.callback = &callback;
11246 creature_menu.w_y_setup = 0;
11247 creature_menu.query();
11248 if( creature_menu.ret >= 0 && static_cast<size_t>( creature_menu.ret ) < locations.size() ) {
11249 Creature *creature = critter_at<Creature>( locations[creature_menu.ret] );
11251 }
11252 } else {
11254 }
11255 }
11256}
@ ACTION_DISPLAY_VISIBILITY
Toggle visibility map.
Definition: action.h:315
size_t num_creatures() const
Returns the approximate number of creatures in the reality bubble.
Definition: game.cpp:4824
Creature * displaying_visibility_creature
Creature for which to display the visibility map.
Definition: game.h:1031
Callback for uilist that pairs menu entries with points When an entry is selected,...
Definition: ui.h:423
uilist_callback * callback
Definition: ui.h:335
generic_factory< overmap_location > locations("overmap location")

References _, ACTION_DISPLAY_VISIBILITY, uilist::addentry(), uilist::callback, creature, display_overlay_state(), display_toggle_overlay(), displaying_visibility_creature, g, anonymous_namespace{overmap_location.cpp}::locations, MENU_AUTOASSIGN, num_creatures(), uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action().

◆ do_turn()

bool game::do_turn ( )

MAIN GAME LOOP.

Returns true if game is over (death, saved, quit, etc.).

Definition at line 1438 of file game.cpp.

1439{
1440 if( is_game_over() ) {
1441 return cleanup_at_end();
1442 }
1443 // Actual stuff
1444 if( new_game ) {
1445 new_game = false;
1446 } else {
1447 gamemode->per_turn();
1448 calendar::turn += 1_turns;
1449 }
1450
1451 // starting a new turn, clear out temperature cache
1453 weather.clear_temp_cache();
1454
1455 if( npcs_dirty ) {
1456 load_npcs();
1457 }
1458
1461 // If controlling a vehicle that is owned by someone else
1463 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1464 if( veh && !veh->handle_potential_theft( dynamic_cast<player &>( u ), true ) ) {
1465 veh->handle_potential_theft( dynamic_cast<player &>( u ), false, false );
1466 }
1467 }
1468 // If riding a horse - chance to spook
1469 if( u.is_mounted() ) {
1471 }
1472 if( calendar::once_every( 1_days ) ) {
1474 }
1475
1476 // Move hordes every 2.5 min
1479 // Hordes that reached the reality bubble need to spawn,
1480 // make them spawn in invisible areas only.
1481 m.spawn_monsters( false );
1482 }
1483
1485
1486 u.update_body();
1487
1488 // Auto-save if autosave is enabled
1489 if( get_option<bool>( "AUTOSAVE" ) &&
1490 calendar::once_every( 1_turns * get_option<int>( "AUTOSAVE_TURNS" ) ) &&
1491 !u.is_dead_state() ) {
1492 autosave();
1493 }
1494
1495 weather.update_weather();
1497
1501 // Process NPC sound events before they move or they hear themselves talking
1502 for( npc &guy : all_npcs() ) {
1503 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1505 }
1506 }
1507
1508 // Process sound events into sound markers for display to the player.
1510
1511 if( u.is_deaf() ) {
1513 }
1514
1515 if( !u.has_effect( effect_sleep ) || uquit == QUIT_WATCH ) {
1516 if( u.moves > 0 || uquit == QUIT_WATCH ) {
1517 while( u.moves > 0 || uquit == QUIT_WATCH ) {
1518 cleanup_dead();
1520 // Process any new sounds the player caused during their turn.
1521 for( npc &guy : all_npcs() ) {
1522 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1524 }
1525 }
1528 wait_popup.reset();
1530 }
1531
1532 if( queue_screenshot ) {
1536 queue_screenshot = false;
1537 }
1538
1539 if( handle_action() ) {
1541 u.action_taken();
1542 }
1543
1544 if( is_game_over() ) {
1545 return cleanup_at_end();
1546 }
1547
1548 if( uquit == QUIT_WATCH ) {
1549 break;
1550 }
1551 if( u.activity ) {
1553 }
1554 }
1555 // Reset displayed sound markers now that the turn is over.
1556 // We only want this to happen if the player had a chance to examine the sounds.
1558 }
1559 }
1560
1561 if( driving_view_offset.x != 0 || driving_view_offset.y != 0 ) {
1562 // Still have a view offset, but might not be driving anymore,
1563 // or the option has been deactivated,
1564 // might also happen when someone dives from a moving car.
1565 // or when using the handbrake.
1566 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1567 calc_driving_offset( veh );
1568 }
1569
1570 // No-scent debug mutation has to be processed here or else it takes time to start working
1571 if( !u.has_active_bionic( bionic_id( "bio_scent_mask" ) ) &&
1572 !u.has_trait( trait_id( "DEBUG_NOSCENT" ) ) ) {
1575 }
1576 scent.update( u.pos(), m );
1577
1578 // We need floor cache before checking falling 'n stuff
1580
1583 m.vehmove();
1584 m.process_fields();
1585 m.process_items();
1588
1589 // Apply sounds from previous turn to monster and NPC AI.
1591 // Update vision caches for monsters. If this turns out to be expensive,
1592 // consider a stripped down cache just for monsters.
1593 m.build_map_cache( get_levz(), true );
1594 monmove();
1595 if( calendar::once_every( 5_minutes ) ) {
1597 }
1598 if( calendar::once_every( 10_seconds ) ) {
1599 for( const tripoint &elem : m.get_furn_field_locations() ) {
1600 const auto &furn = m.furn( elem ).obj();
1601 for( const emit_id &e : furn.emissions ) {
1602 m.emit_field( elem, e );
1603 }
1604 }
1605 }
1608 u.process_turn();
1609
1611 cleanup_dead();
1612
1613 if( u.moves < 0 && get_option<bool>( "FORCE_REDRAW" ) ) {
1616 }
1617
1618 if( get_levz() >= 0 && !u.is_underwater() ) {
1619 handle_weather_effects( weather.weather_id );
1620 }
1621
1622 const bool player_is_sleeping = u.has_effect( effect_sleep );
1623 bool wait_redraw = false;
1624 std::string wait_message;
1625 time_duration wait_refresh_rate;
1626 if( player_is_sleeping ) {
1627 wait_redraw = true;
1628 wait_message = _( "Wait till you wake up…" );
1629 wait_refresh_rate = 30_minutes;
1630 if( calendar::once_every( 1_hours ) ) {
1632 }
1633 } else if( u.has_destination() ) {
1634 wait_redraw = true;
1635 wait_message = _( "Travelling…" );
1636 wait_refresh_rate = 15_turns;
1637 } else if( const cata::optional<std::string> progress = u.activity.get_progress_message( u ) ) {
1638 wait_redraw = true;
1639 wait_message = *progress;
1640 if( u.activity.id() == ACT_AUTODRIVE ) {
1641 wait_refresh_rate = 1_turns;
1642 } else {
1643 wait_refresh_rate = 5_minutes;
1644 }
1645 }
1646 if( wait_redraw ) {
1648 calendar::once_every( std::min( 1_minutes, wait_refresh_rate ) ) ) {
1649 if( first_redraw_since_waiting_started || calendar::once_every( wait_refresh_rate ) ) {
1651 }
1652
1653 // Avoid redrawing the main UI every time due to invalidation
1655 wait_popup = std::make_unique<static_popup>();
1656 wait_popup->on_top( true ).wait_message( "%s", wait_message );
1660 }
1661 } else {
1662 // Nothing to wait for now
1663 wait_popup.reset();
1665 }
1666
1668 u.update_body_wetness( get_weather().get_precise() );
1669 u.apply_wetness_morale( weather.temperature );
1670
1671 if( calendar::once_every( 1_minutes ) ) {
1672 u.update_morale();
1673 }
1674
1675 if( calendar::once_every( 9_turns ) ) {
1677 }
1678
1679 if( !u.is_deaf() ) {
1681 }
1686
1687 // reset player noise
1688 u.volume = 0;
1689
1690 return false;
1691}
void update_morale()
Ticks down morale counters and removes them.
Definition: character.cpp:9000
void action_taken()
Called after every action, invalidates player caches.
Definition: character.cpp:877
bool check_mount_is_spooked()
Definition: character.cpp:1102
void update_bodytemp(const map &m, const weather_manager &weather)
Maintains body temperature.
Definition: character.cpp:5183
bool is_mounted() const
Definition: character.cpp:1143
bool has_destination() const
scenttype_id get_type_of_scent() const
Definition: character.cpp:8759
bool check_and_recover_morale()
Checks permanent morale for consistency and recovers it when an inconsistency is found.
Definition: character.cpp:9127
bool is_deaf() const
Definition: character.cpp:4486
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4665
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1887
void apply_wetness_morale(int temperature)
Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.
Definition: suffer.cpp:1800
virtual bool is_underwater() const
Definition: creature.cpp:174
int get_levz() const
Definition: game.cpp:11944
void overmap_npc_move()
Definition: game.cpp:4325
class game::debug_hour_timer debug_hour_timer
npc_range all_npcs()
Same as all_creatures but iterators only over npcs.
Definition: game.cpp:12054
void monmove()
Definition: game.cpp:4200
void autopilot_vehicles()
process vehicles that are following the player
Definition: game.cpp:1755
void add_artifact_dreams()
Definition: game.cpp:11888
int moves_since_last_save
Definition: game.h:1061
bool take_screenshot() const
Saves a screenshot of the current viewport, as a PNG file.
Definition: game.cpp:7222
void calc_driving_offset(vehicle *veh=nullptr)
Definition: game.cpp:1336
bool cleanup_at_end()
Definition: game.cpp:1032
std::unique_ptr< static_popup > wait_popup
Definition: game.h:1097
bool queue_screenshot
Definition: game.h:1040
friend weather_manager & get_weather()
Definition: weather.cpp:64
void autosave()
Definition: game.cpp:11377
void process_activity()
Definition: game.cpp:1744
void update_stair_monsters()
Definition: game.cpp:10865
void process_voluntary_act_interrupt()
Definition: game.cpp:1705
void load_npcs()
Makes any nearby NPCs on the overmap active.
Definition: game.cpp:900
bool npcs_dirty
Has a NPC been spawned since last load?
Definition: game.h:1068
void cleanup_dead()
Definition: game.cpp:4165
bool is_game_over()
Definition: game.cpp:2451
void perhaps_add_random_npc()
Definition: game.cpp:11112
void mon_info_update()
Definition: game.cpp:3964
bool handle_action()
const T & obj() const
Definition: ammo_effect.cpp:26
void build_floor_caches()
Definition: map.cpp:8014
void process_falling()
Invoked drop_everything on cached dirty tiles.
Definition: map.cpp:2271
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1928
const std::vector< tripoint > & get_furn_field_locations() const
Definition: map.cpp:7711
void spawn_monsters(bool ignore_sight)
Spawn monsters from submap spawn points and from the overmap.
Definition: map.cpp:7670
void vehmove()
Definition: map.cpp:412
void creature_in_field(Creature &critter)
Apply field effects to the creature when it's on a square with fields.
Definition: map_field.cpp:1563
void process_fields()
Definition: map_field.cpp:141
furn_id furn(const tripoint &p) const
Definition: map.cpp:1345
void build_map_cache(int zlev, bool skip_lightmap=false)
Definition: map.cpp:8180
void process_items()
Definition: map.cpp:4561
static void process_all()
Handles mission deadline processing.
Definition: mission.cpp:98
void set_scent(const tripoint_abs_omt &loc, int strength)
Method to set a scent trace.
void process_mongroups()
Process nearby monstergroups (dying mostly).
void move_hordes()
Let hordes move a step.
const activity_id & id() const
cata::optional< std::string > get_progress_message(const avatar &u) const
Helper that returns an activity specific progress message.
bool is_dead_state() const override
Returns true if the player should be dead.
Definition: player.cpp:777
int volume
Definition: player.h:590
int scent
Definition: player.h:599
void update_body_wetness(const w_point &weather)
Maintains body wetness and handles the rate at which the player dries.
Definition: player.cpp:1564
void process_turn() override
Resets movement points and applies other non-idempotent changes.
Definition: player.cpp:277
void set(const tripoint &p, int value, const scenttype_id &type=scenttype_id())
Get the scent value at the given position.
Definition: scent_map.cpp:102
void update(const tripoint &center, map &m)
Definition: scent_map.cpp:150
static constexpr time_duration from_minutes(const T m)
Definition: calendar.h:212
void process()
Process all queued events, potentially altering the game state and modifying the event queue.
static const activity_id ACT_AUTODRIVE("ACT_AUTODRIVE")
static const efftype_id effect_sleep("sleep")
@ QUIT_WATCH
Definition: game.h:73
static constexpr int MAX_VIEW_DISTANCE
void handle_weather_effects(const weather_type_id &w)
Definition: weather.cpp:522
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
explosion_queue & get_explosion_queue()
Definition: explosion.cpp:1170
void do_vehicle_engine_sfx()
Definition: sounds.cpp:1614
void do_hearing_loss(int turns=-1)
Definition: sounds.cpp:1609
void do_danger_music()
Definition: sounds.cpp:1613
void do_vehicle_exterior_engine_sfx()
Definition: sounds.cpp:1615
void do_fatigue()
Definition: sounds.cpp:1634
void remove_hearing_loss()
Definition: sounds.cpp:1610
void process_sound_markers(player *p)
Definition: sounds.cpp:386
void process_sounds()
Definition: sounds.cpp:304
void reset_markers()
Definition: sounds.cpp:572
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, ACT_AUTODRIVE, Character::action_taken(), Character::activity, add_artifact_dreams(), all_npcs(), Character::apply_wetness_morale(), autopilot_vehicles(), autosave(), map::build_floor_caches(), map::build_map_cache(), calc_driving_offset(), Character::check_and_recover_morale(), Character::check_mount_is_spooked(), cleanup_at_end(), cleanup_dead(), Character::controlling_vehicle, map::creature_in_field(), sfx::do_danger_music(), sfx::do_fatigue(), sfx::do_hearing_loss(), sfx::do_vehicle_engine_sfx(), sfx::do_vehicle_exterior_engine_sfx(), driving_view_offset, effect_sleep, map::emit_field(), explosion_handler::explosion_queue::execute(), first_redraw_since_waiting_started, time_duration::from_minutes(), map::furn(), gamemode, explosion_handler::get_explosion_queue(), map::get_furn_field_locations(), get_levz(), player_activity::get_progress_message(), Character::get_type_of_scent(), get_weather, Character::global_omt_location(), grid_tracker_ptr, handle_action(), vehicle::handle_potential_theft(), handle_weather_effects(), Character::has_active_bionic(), Character::has_destination(), Character::has_distant_destination(), Creature::has_effect(), Character::has_trait(), player_activity::id(), Character::in_vehicle, invalidate_main_ui_adaptor(), player::is_dead_state(), Character::is_deaf(), is_game_over(), Character::is_mounted(), Creature::is_underwater(), load_npcs(), m, MAX_VIEW_DISTANCE, mon_info_update(), monmove(), overmapbuffer::move_hordes(), Creature::moves, moves_since_last_save, new_game, npcs_dirty, int_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_npc_move(), perhaps_add_random_npc(), Character::pos(), game::debug_hour_timer::print_time(), timed_event_manager::process(), process_activity(), mission::process_all(), map::process_falling(), map::process_fields(), map::process_items(), overmapbuffer::process_mongroups(), sounds::process_sound_markers(), sounds::process_sounds(), player::process_turn(), process_voluntary_act_interrupt(), queue_screenshot, QUIT_WATCH, ui_manager::redraw(), refresh_display(), sfx::remove_hearing_loss(), reset_light_level(), sounds::reset_markers(), rl_dist(), scent, player::scent, scent_map::set(), overmapbuffer::set_scent(), map::spawn_monsters(), take_screenshot(), timed_events, calendar::turn, u, scent_map::update(), Character::update_body(), player::update_body_wetness(), Character::update_bodytemp(), Character::update_morale(), update_stair_monsters(), uquit, map::veh_at(), veh_pointer_or_null(), map::vehmove(), player::volume, wait_popup, point::x, and point::y.

◆ draw()

void game::draw ( )

Definition at line 3223 of file game.cpp.

3224{
3225 if( test_mode ) {
3226 return;
3227 }
3228
3229 //temporary fix for updating visibility for minimap
3230 ter_view_p.z = ( u.pos() + u.view_offset ).z;
3233
3234 werase( w_terrain );
3235 draw_ter();
3236 for( auto it = draw_callbacks.begin(); it != draw_callbacks.end(); ) {
3237 shared_ptr_fast<draw_callback_t> cb = it->lock();
3238 if( cb ) {
3239 ( *cb )();
3240 ++it;
3241 } else {
3242 it = draw_callbacks.erase( it );
3243 }
3244 }
3246
3247 draw_panels( true );
3248}
bool test_mode
Set to true when running in test mode (e.g.
tripoint ter_view_p
Definition: game.h:1007
void draw_panels(bool force_draw=false)
Definition: game.cpp:3250
void draw_ter(bool draw_sounds=true)
Definition: game.cpp:3364
void update_visibility_cache(int zlev)
Definition: map.cpp:5588
int z
Definition: point.h:152

References map::build_map_cache(), draw_callbacks, draw_panels(), draw_ter(), m, Character::pos(), ter_view_p, test_mode, u, map::update_visibility_cache(), player::view_offset, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), and tripoint::z.

◆ draw_below_override()

void game::draw_below_override ( const tripoint p,
bool  draw 
)

Definition at line 955 of file animation.cpp.

956{
957}

◆ draw_bullet()

void game::draw_bullet ( const tripoint t,
int  i,
const std::vector< tripoint > &  trajectory,
char  bullet 
)

Definition at line 510 of file animation.cpp.

512{
513 draw_bullet_curses( m, t, bullet, &trajectory[i] );
514}
void draw_bullet_curses(map &m, const tripoint &t, const char bullet, const tripoint *const p)
Definition: animation.cpp:451
std::vector< tripoint > trajectory
Definition: ranged.h:32

References anonymous_namespace{animation.cpp}::draw_bullet_curses(), and m.

◆ draw_critter()

void game::draw_critter ( const Creature critter,
const tripoint center 
)

Definition at line 3346 of file game.cpp.

3347{
3348 draw_critter_internal( w_terrain, critter, center, false, m, u );
3349}
static void draw_critter_internal(const catacurses::window &w, const Creature &critter, const tripoint &center, bool inverted, const map &m, const avatar &u)
Definition: game.cpp:3313

References center, draw_critter_internal(), m, u, and w_terrain.

Referenced by draw_ter().

◆ draw_critter_highlighted()

void game::draw_critter_highlighted ( const Creature critter,
const tripoint center 
)

Definition at line 3351 of file game.cpp.

3352{
3353 draw_critter_internal( w_terrain, critter, center, true, m, u );
3354}

References center, draw_critter_internal(), m, u, and w_terrain.

◆ draw_cursor()

void game::draw_cursor ( const tripoint p)

Definition at line 716 of file animation.cpp.

717{
718 const tripoint rp = relative_view_pos( *this, p );
719 mvwputch_inv( w_terrain, rp.xy(), c_light_green, 'X' );
720}
#define c_light_green
Definition: color.h:28
tripoint relative_view_pos(const game &g, const tripoint &p) noexcept
Definition: animation.cpp:119
void mvwputch_inv(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:491

References c_light_green, mvwputch_inv(), anonymous_namespace{animation.cpp}::relative_view_pos(), w_terrain, and tripoint::xy().

Referenced by draw_look_around_cursor().

◆ draw_field_override()

void game::draw_field_override ( const tripoint p,
const field_type_id id 
)

Definition at line 911 of file animation.cpp.

912{
913}

◆ draw_furniture_override()

void game::draw_furniture_override ( const tripoint p,
const furn_id id 
)

Definition at line 872 of file animation.cpp.

873{
874}

◆ draw_graffiti_override()

void game::draw_graffiti_override ( const tripoint p,
bool  has 
)

Definition at line 885 of file animation.cpp.

886{
887}

◆ draw_highlight()

void game::draw_highlight ( const tripoint p)

Definition at line 729 of file animation.cpp.

730{
731 // Do nothing
732}

◆ draw_hit_mon()

void game::draw_hit_mon ( const tripoint p,
const monster m,
bool  dead = false 
)

Definition at line 573 of file animation.cpp.

574{
575 draw_hit_mon_curses( p, m, u, dead );
576}
void draw_hit_mon_curses(const tripoint &center, const monster &m, const player &u, const bool dead)
Definition: animation.cpp:544

References dead, anonymous_namespace{animation.cpp}::draw_hit_mon_curses(), m, and u.

◆ draw_hit_player()

void game::draw_hit_player ( const Character p,
int  dam 
)

Definition at line 618 of file animation.cpp.

619{
620 draw_hit_player_curses( *this, p, dam );
621}
void draw_hit_player_curses(const game &g, const Character &p, const int dam)
Definition: animation.cpp:581

References anonymous_namespace{animation.cpp}::draw_hit_player_curses().

◆ draw_item_override()

void game::draw_item_override ( const tripoint p,
const itype_id id,
const mtype_id mid,
bool  hilite 
)

Definition at line 925 of file animation.cpp.

927{
928}

◆ draw_line() [1/2]

void game::draw_line ( const tripoint p,
const std::vector< tripoint > &  points 
)

Definition at line 702 of file animation.cpp.

703{
704 draw_line_curses( *this, points );
705}
void draw_line_curses(game &g, const std::vector< tripoint > &points)
Definition: animation.cpp:682

References anonymous_namespace{animation.cpp}::draw_line_curses().

◆ draw_line() [2/2]

void game::draw_line ( const tripoint p,
const tripoint center_point,
const std::vector< tripoint > &  points,
bool  noreveal = false 
)

Definition at line 669 of file animation.cpp.

671{
672 if( !u.sees( p ) ) {
673 return;
674 }
675
676 draw_line_curses( *this, center, points, noreveal );
677}

References center, anonymous_namespace{animation.cpp}::draw_line_curses(), Character::sees(), and u.

Referenced by draw_ter().

◆ draw_look_around_cursor()

void game::draw_look_around_cursor ( const tripoint lp,
const visibility_variables cache 
)

Definition at line 5761 of file game.cpp.

5762{
5763 if( !liveview.is_enabled() ) {
5764#if defined( TILES )
5765 if( is_draw_tiles_mode() ) {
5766 draw_cursor( lp );
5767 return;
5768 }
5769#endif
5770 const tripoint view_center = u.pos() + u.view_offset;
5771 visibility_type visibility = VIS_HIDDEN;
5772 const bool inbounds = m.inbounds( lp );
5773 if( inbounds ) {
5774 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5775 }
5776 if( visibility == VIS_CLEAR ) {
5777 const Creature *const creature = critter_at( lp, true );
5778 if( creature != nullptr && u.sees( *creature ) ) {
5779 creature->draw( w_terrain, view_center, true );
5780 } else {
5781 m.drawsq( w_terrain, lp, drawsq_params().highlight( true ).center( view_center ) );
5782 }
5783 } else {
5784 std::string visibility_indicator;
5785 nc_color visibility_indicator_color = c_white;
5786 switch( visibility ) {
5787 case VIS_CLEAR:
5788 // Already handled by the outer if statement
5789 break;
5790 case VIS_BOOMER:
5791 case VIS_BOOMER_DARK:
5792 visibility_indicator = '#';
5793 visibility_indicator_color = c_pink;
5794 break;
5795 case VIS_DARK:
5796 visibility_indicator = '#';
5797 visibility_indicator_color = c_dark_gray;
5798 break;
5799 case VIS_LIT:
5800 visibility_indicator = '#';
5801 visibility_indicator_color = c_light_gray;
5802 break;
5803 case VIS_HIDDEN:
5804 visibility_indicator = 'x';
5805 visibility_indicator_color = c_white;
5806 break;
5807 }
5808
5809 const tripoint screen_pos = point( POSX, POSY ) + lp - view_center;
5810 mvwputch( w_terrain, screen_pos.xy(), visibility_indicator_color, visibility_indicator );
5811 }
5812 }
5813}
void draw_cursor(const tripoint &p)
Definition: animation.cpp:716
T * critter_at(const tripoint &p, bool allow_hallucination=false)
Returns the Creature at the given location.
Definition: game.cpp:4644
bool is_enabled()
Definition: live_view.cpp:75
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7721
visibility_type get_visibility(lit_level ll, const visibility_variables &cache) const
Definition: map.cpp:5642
lit_level apparent_light_at(const tripoint &p, const visibility_variables &cache) const
Determine the visible light level for a tile, based on light_at for the tile, vision distance,...
Definition: lightmap.cpp:700
void drawsq(const catacurses::window &w, const tripoint &p, const drawsq_params &params) const
Draw the map tile at the given coordinate.
Definition: map.cpp:5820
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
visibility_type
Definition: enums.h:57
@ VIS_CLEAR
Definition: enums.h:59
@ VIS_BOOMER
Definition: enums.h:61
@ VIS_DARK
Definition: enums.h:62
@ VIS_BOOMER_DARK
Definition: enums.h:63
@ VIS_HIDDEN
Definition: enums.h:58
@ VIS_LIT
Definition: enums.h:60
bool is_draw_tiles_mode()
Check whether we're in tile drawing mode.
Definition: output.cpp:2029
Draw parameters used by map::drawsq() and similar methods.
Definition: map.h:180

References map::apparent_light_at(), c_dark_gray, c_light_gray, c_pink, c_white, center, creature, critter_at(), draw_cursor(), map::drawsq(), map::get_visibility(), map::inbounds(), is_draw_tiles_mode(), live_view::is_enabled(), liveview, m, mvwputch(), Character::pos(), POSX, POSY, Character::sees(), u, player::view_offset, VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, w_terrain, and tripoint::xy().

Referenced by look_around().

◆ draw_minimap()

void game::draw_minimap ( )
private

Definition at line 3424 of file game.cpp.

3425{
3426
3427 // Draw the box
3428 werase( w_minimap );
3430
3431 const tripoint_abs_omt curs = u.global_omt_location();
3432 const point_abs_omt curs2( curs.xy() );
3434 bool drew_mission = targ == overmap::invalid_tripoint;
3435
3436 for( int i = -2; i <= 2; i++ ) {
3437 for( int j = -2; j <= 2; j++ ) {
3438 const point_abs_omt om( curs2 + point( i, j ) );
3439 nc_color ter_color;
3440 tripoint_abs_omt omp( om, get_levz() );
3441 std::string ter_sym;
3442 const bool seen = overmap_buffer.seen( omp );
3443 const bool vehicle_here = overmap_buffer.has_vehicle( omp );
3444 if( overmap_buffer.has_note( omp ) ) {
3445
3446 const std::string &note_text = overmap_buffer.note( omp );
3447
3448 ter_color = c_yellow;
3449 ter_sym = "N";
3450
3451 int symbolIndex = note_text.find( ':' );
3452 int colorIndex = note_text.find( ';' );
3453
3454 bool symbolFirst = symbolIndex < colorIndex;
3455
3456 if( colorIndex > -1 && symbolIndex > -1 ) {
3457 if( symbolFirst ) {
3458 if( colorIndex > 4 ) {
3459 colorIndex = -1;
3460 }
3461 if( symbolIndex > 1 ) {
3462 symbolIndex = -1;
3463 colorIndex = -1;
3464 }
3465 } else {
3466 if( symbolIndex > 4 ) {
3467 symbolIndex = -1;
3468 }
3469 if( colorIndex > 2 ) {
3470 colorIndex = -1;
3471 }
3472 }
3473 } else if( colorIndex > 2 ) {
3474 colorIndex = -1;
3475 } else if( symbolIndex > 1 ) {
3476 symbolIndex = -1;
3477 }
3478
3479 if( symbolIndex > -1 ) {
3480 int symbolStart = 0;
3481 if( colorIndex > -1 && !symbolFirst ) {
3482 symbolStart = colorIndex + 1;
3483 }
3484 ter_sym = note_text.substr( symbolStart, symbolIndex - symbolStart ).c_str()[0];
3485 }
3486
3487 if( colorIndex > -1 ) {
3488
3489 int colorStart = 0;
3490
3491 if( symbolIndex > -1 && symbolFirst ) {
3492 colorStart = symbolIndex + 1;
3493 }
3494
3495 std::string sym = note_text.substr( colorStart, colorIndex - colorStart );
3496
3497 if( sym.length() == 2 ) {
3498 if( sym == "br" ) {
3499 ter_color = c_brown;
3500 } else if( sym == "lg" ) {
3501 ter_color = c_light_gray;
3502 } else if( sym == "dg" ) {
3503 ter_color = c_dark_gray;
3504 }
3505 } else {
3506 char colorID = sym.c_str()[0];
3507 if( colorID == 'r' ) {
3508 ter_color = c_light_red;
3509 } else if( colorID == 'R' ) {
3510 ter_color = c_red;
3511 } else if( colorID == 'g' ) {
3512 ter_color = c_light_green;
3513 } else if( colorID == 'G' ) {
3514 ter_color = c_green;
3515 } else if( colorID == 'b' ) {
3516 ter_color = c_light_blue;
3517 } else if( colorID == 'B' ) {
3518 ter_color = c_blue;
3519 } else if( colorID == 'W' ) {
3520 ter_color = c_white;
3521 } else if( colorID == 'C' ) {
3522 ter_color = c_cyan;
3523 } else if( colorID == 'c' ) {
3524 ter_color = c_light_cyan;
3525 } else if( colorID == 'P' ) {
3526 ter_color = c_pink;
3527 } else if( colorID == 'm' ) {
3528 ter_color = c_magenta;
3529 }
3530 }
3531 }
3532 } else if( !seen ) {
3533 ter_sym = " ";
3534 ter_color = c_black;
3535 } else if( vehicle_here ) {
3536 ter_color = c_cyan;
3537 ter_sym = "c";
3538 } else {
3539 const oter_id &cur_ter = overmap_buffer.ter( omp );
3540 ter_sym = cur_ter->get_symbol();
3541 if( overmap_buffer.is_explored( omp ) ) {
3542 ter_color = c_dark_gray;
3543 } else {
3544 ter_color = cur_ter->get_color();
3545 }
3546 }
3547 if( !drew_mission && targ.xy() == omp.xy() ) {
3548 // If there is a mission target, and it's not on the same
3549 // overmap terrain as the player character, mark it.
3550 // TODO: Inform player if the mission is above or below
3551 drew_mission = true;
3552 if( i != 0 || j != 0 ) {
3553 ter_color = red_background( ter_color );
3554 }
3555 }
3556 if( i == 0 && j == 0 ) {
3557 mvwputch_hi( w_minimap, point( 3, 3 ), ter_color, ter_sym );
3558 } else {
3559 mvwputch( w_minimap, point( 3 + i, 3 + j ), ter_color, ter_sym );
3560 }
3561 }
3562 }
3563
3564 // Print arrow to mission if we have one!
3565 if( !drew_mission ) {
3566 double slope = curs2.x() != targ.x() ?
3567 static_cast<double>( targ.y() - curs2.y() ) / ( targ.x() - curs2.x() ) : 4;
3568
3569 if( curs2.x() == targ.x() || std::fabs( slope ) > 3.5 ) { // Vertical slope
3570 if( targ.y() > curs2.y() ) {
3571 mvwputch( w_minimap, point( 3, 6 ), c_red, "*" );
3572 } else {
3573 mvwputch( w_minimap, point( 3, 0 ), c_red, "*" );
3574 }
3575 } else {
3576 int arrowx = -1;
3577 int arrowy = -1;
3578 if( std::fabs( slope ) >= 1. ) { // y diff is bigger!
3579 arrowy = targ.y() > curs2.y() ? 6 : 0;
3580 arrowx =
3581 static_cast<int>( 3 + 3 * ( targ.y() > curs2.y() ? slope : ( 0 - slope ) ) );
3582 if( arrowx < 0 ) {
3583 arrowx = 0;
3584 }
3585 if( arrowx > 6 ) {
3586 arrowx = 6;
3587 }
3588 } else {
3589 arrowx = targ.x() > curs2.x() ? 6 : 0;
3590 arrowy = static_cast<int>( 3 + 3 * ( targ.x() > curs2.x() ? slope : -slope ) );
3591 if( arrowy < 0 ) {
3592 arrowy = 0;
3593 }
3594 if( arrowy > 6 ) {
3595 arrowy = 6;
3596 }
3597 }
3598 char glyph = '*';
3599 if( targ.z() > u.posz() ) {
3600 glyph = '^';
3601 } else if( targ.z() < u.posz() ) {
3602 glyph = 'v';
3603 }
3604
3605 mvwputch( w_minimap, point( arrowx, arrowy ), c_red, glyph );
3606 }
3607 }
3608
3609 const int sight_points = g->u.overmap_sight_range( g->light_level( g->u.posz() ) );
3610 for( int i = -3; i <= 3; i++ ) {
3611 for( int j = -3; j <= 3; j++ ) {
3612 if( i > -3 && i < 3 && j > -3 && j < 3 ) {
3613 continue; // only do hordes on the border, skip inner map
3614 }
3615 const tripoint_abs_omt omp( curs2 + point( i, j ), get_levz() );
3617 if( overmap_buffer.seen( omp )
3618 && g->u.overmap_los( omp, sight_points ) ) {
3619 mvwputch( w_minimap, point( i + 3, j + 3 ), c_green,
3620 overmap_buffer.get_horde_size( omp ) > HORDE_VISIBILITY_SIZE * 2 ? 'Z' : 'z' );
3621 }
3622 }
3623 }
3624 }
3625
3627}
tripoint_abs_omt get_active_mission_target() const
Returns the target of the active mission or overmap::invalid_tripoint if there is no active mission.
Definition: avatar.cpp:198
constexpr auto & x()
Definition: coordinates.h:118
constexpr auto & z()
Definition: coordinates.h:133
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
static constexpr tripoint_abs_omt invalid_tripoint
Dummy value, used to indicate that a point returned by a function is invalid.
Definition: overmap.h:260
bool seen(const tripoint_abs_omt &p)
const std::string & note(const tripoint_abs_omt &p)
int get_horde_size(const tripoint_abs_omt &p)
bool is_explored(const tripoint_abs_omt &p)
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool has_note(const tripoint_abs_omt &p)
Uses global overmap terrain coordinates.
bool has_vehicle(const tripoint_abs_omt &p)
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
#define c_blue
Definition: color.h:23
#define c_black
Definition: color.h:17
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_light_cyan
Definition: color.h:30
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static constexpr int HORDE_VISIBILITY_SIZE
constexpr scale om
Definition: coordinates.h:34
void mvwputch_hi(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:508
std::string get_symbol(const bool from_land_use_code=false) const
Definition: omdata.h:209
nc_color get_color(const bool from_land_use_code=false) const
Definition: omdata.h:217

References c_black, c_blue, c_brown, c_cyan, c_dark_gray, c_green, c_light_blue, c_light_cyan, c_light_gray, c_light_green, c_light_red, c_magenta, c_pink, c_red, c_white, c_yellow, draw_border(), units::fabs(), g, avatar::get_active_mission_target(), oter_t::get_color(), overmapbuffer::get_horde_size(), get_levz(), oter_t::get_symbol(), Character::global_omt_location(), overmapbuffer::has_note(), overmapbuffer::has_vehicle(), HORDE_VISIBILITY_SIZE, overmap::invalid_tripoint, overmapbuffer::is_explored(), mvwputch(), mvwputch_hi(), overmapbuffer::note(), coords::om, overmap_buffer, Character::posz(), red_background(), overmapbuffer::seen(), overmapbuffer::ter(), u, w_minimap, catacurses::werase(), catacurses::wnoutrefresh(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), and coords::coord_point< Point, Origin, Scale >::z().

◆ draw_monster_override()

void game::draw_monster_override ( const tripoint p,
const mtype_id id,
int  count,
bool  more,
Creature::Attitude  att 
)

Definition at line 969 of file animation.cpp.

971{
972}

◆ draw_panels()

void game::draw_panels ( bool  force_draw = false)

Definition at line 3250 of file game.cpp.

3251{
3252 static int previous_turn = -1;
3253 const int current_turn = to_turns<int>( calendar::turn - calendar::turn_zero );
3254 const bool draw_this_turn = current_turn > previous_turn || force_draw;
3255 auto &mgr = panel_manager::get_manager();
3256 int y = 0;
3257 const bool sidebar_right = get_option<std::string>( "SIDEBAR_POSITION" ) == "right";
3258 int spacer = get_option<bool>( "SIDEBAR_SPACERS" ) ? 1 : 0;
3259 int log_height = 0;
3260 for( const window_panel &panel : mgr.get_current_layout() ) {
3261 if( panel.get_height() != -2 && panel.toggle && panel.render() ) {
3262 log_height += panel.get_height() + spacer;
3263 }
3264 }
3265 log_height = std::max( TERMY - log_height, 3 );
3266 for( const window_panel &panel : mgr.get_current_layout() ) {
3267 if( panel.render() ) {
3268 // height clamped to window height.
3269 int h = std::min( panel.get_height(), TERMY - y );
3270 if( h == -2 ) {
3271 h = log_height;
3272 }
3273 h += spacer;
3274 if( panel.toggle && panel.render() && h > 0 ) {
3275 if( panel.always_draw || draw_this_turn ) {
3276 panel.draw( u, catacurses::newwin( h, panel.get_width(),
3277 point( sidebar_right ? TERMX - panel.get_width() : 0, y ) ) );
3278 }
3279 if( show_panel_adm ) {
3280 const std::string panel_name = _( panel.get_name() );
3281 const int panel_name_width = utf8_width( panel_name );
3282 auto label = catacurses::newwin( 1, panel_name_width, point( sidebar_right ?
3283 TERMX - panel.get_width() - panel_name_width - 1 : panel.get_width() + 1, y ) );
3284 werase( label );
3285 mvwprintz( label, point_zero, c_light_red, panel_name );
3287 label = catacurses::newwin( h, 1,
3288 point( sidebar_right ? TERMX - panel.get_width() - 1 : panel.get_width(), y ) );
3289 werase( label );
3290 if( h == 1 ) {
3292 } else {
3294 for( int i = 1; i < h - 1; i++ ) {
3296 }
3297 mvwputch( label, point( 0, h - 1 ), c_light_red, sidebar_right ? LINE_XXOO : LINE_XOOX );
3298 }
3300 }
3301 y += h;
3302 }
3303 }
3304 }
3305 previous_turn = current_turn;
3306}
bool show_panel_adm
Definition: game.h:1035
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26
#define LINE_XOXO
Definition: output.h:39
#define LINE_OXOX
Definition: output.h:40
#define LINE_OXXX
Definition: output.h:48
#define LINE_XOOX
Definition: output.h:44
#define LINE_XXOO
Definition: output.h:41
Struct used for storing labels (easier to json opposed to a std::map<point, std::string>)
Definition: vehicle.h:578

References _, c_light_red, panel_manager::get_manager(), LINE_OXOX, LINE_OXXX, LINE_XOOX, LINE_XOXO, LINE_XXOO, mvwprintz(), mvwputch(), catacurses::newwin(), point_zero, show_panel_adm, TERMX, TERMY, calendar::turn, calendar::turn_zero, u, utf8_width(), catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by draw().

◆ draw_pixel_minimap()

void game::draw_pixel_minimap ( const catacurses::window w)

Definition at line 3308 of file game.cpp.

3309{
3310 w_pixel_minimap = w;
3311}

References w_pixel_minimap.

◆ draw_radiation_override()

void game::draw_radiation_override ( const tripoint p,
int  rad 
)

Definition at line 846 of file animation.cpp.

847{
848}

◆ draw_sct()

void game::draw_sct ( )

Definition at line 797 of file animation.cpp.

798{
799 draw_sct_curses( *this );
800}
void draw_sct_curses(const game &g)
Definition: animation.cpp:764

References anonymous_namespace{animation.cpp}::draw_sct_curses().

Referenced by get_player_input().

◆ draw_ter() [1/2]

void game::draw_ter ( bool  draw_sounds = true)

Definition at line 3364 of file game.cpp.

3365{
3367 draw_sounds );
3368}
bool is_looking
Definition: game.h:250

References draw_ter(), is_looking, Character::pos(), u, and player::view_offset.

Referenced by draw(), and draw_ter().

◆ draw_ter() [2/2]

void game::draw_ter ( const tripoint center,
bool  looking = false,
bool  draw_sounds = true 
)

Definition at line 3370 of file game.cpp.

3371{
3373
3374 m.draw( w_terrain, center );
3375
3376 if( draw_sounds ) {
3378 }
3379
3380 for( Creature &critter : all_creatures() ) {
3381 draw_critter( critter, center );
3382 }
3383
3384 if( !destination_preview.empty() && u.view_offset.z == 0 ) {
3385 // Draw auto-move preview trail
3386 const tripoint &final_destination = destination_preview.back();
3387 tripoint line_center = u.pos() + u.view_offset;
3388 draw_line( final_destination, line_center, destination_preview, true );
3389 mvwputch( w_terrain, final_destination.xy() - u.view_offset.xy() + point( POSX - u.posx(),
3390 POSY - u.posy() ), c_white, 'X' );
3391 }
3392
3393 if( u.controlling_vehicle && !looking ) {
3394 draw_veh_dir_indicator( false );
3395 draw_veh_dir_indicator( true );
3396 }
3397 // Place the cursor over the player as is expected by screen readers.
3398 wmove( w_terrain, -center.xy() + g->u.pos().xy() + point( POSX, POSY ) );
3399}
int posx() const override
Definition: character.h:779
int posy() const override
Definition: character.h:782
void draw_critter(const Creature &critter, const tripoint &center)
Definition: game.cpp:3346
Creature_range all_creatures()
Returns an anonymous range that contains all creatures.
Definition: game.cpp:12044
std::vector< tripoint > destination_preview
Definition: game.h:1087
void draw_veh_dir_indicator(bool next)
Definition: game.cpp:3416
void draw_line(const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
Definition: animation.cpp:669
void draw(const catacurses::window &w, const tripoint &center)
Draw a visible part of the map into w.
Definition: map.cpp:5692
static void draw_footsteps(const catacurses::window &window, const tripoint &offset)
Definition: game.cpp:3036
void wmove(const window &win, const point &p)
Definition: ncurses_def.cpp:98

References all_creatures(), c_white, center, Character::controlling_vehicle, destination_preview, map::draw(), draw_critter(), draw_footsteps(), draw_line(), draw_veh_dir_indicator(), g, m, mvwputch(), Character::pos(), Character::posx(), POSX, Character::posy(), POSY, ter_view_p, u, player::view_offset, w_terrain, catacurses::wmove(), tripoint::xy(), and tripoint::z.

◆ draw_terrain_override()

void game::draw_terrain_override ( const tripoint p,
const ter_id id 
)

Definition at line 859 of file animation.cpp.

860{
861}

◆ draw_trail_to_square()

void game::draw_trail_to_square ( const tripoint t,
bool  bDrawX 
)

Definition at line 7070 of file game.cpp.

7071{
7072 ::draw_trail( u.pos(), u.pos() + t, bDrawX );
7073}
static void draw_trail(const tripoint &start, const tripoint &end, bool bDrawX)
Definition: game.cpp:7040

References draw_trail(), Character::pos(), and u.

◆ draw_trap_override()

void game::draw_trap_override ( const tripoint p,
const trap_id id 
)

Definition at line 898 of file animation.cpp.

899{
900}

◆ draw_veh_dir_indicator()

void game::draw_veh_dir_indicator ( bool  next)

Definition at line 3416 of file game.cpp.

3417{
3418 if( const cata::optional<tripoint> indicator_offset = get_veh_dir_indicator_location( next ) ) {
3419 auto col = next ? c_white : c_dark_gray;
3420 mvwputch( w_terrain, indicator_offset->xy() - u.view_offset.xy() + point( POSX, POSY ), col, 'X' );
3421 }
3422}
cata::optional< tripoint > get_veh_dir_indicator_location(bool next) const
Returns the location where the indicator should go relative to the reality bubble,...
Definition: game.cpp:3401

References c_dark_gray, c_white, get_veh_dir_indicator_location(), mvwputch(), POSX, POSY, u, player::view_offset, w_terrain, and tripoint::xy().

Referenced by draw_ter().

◆ draw_vpart_override()

void game::draw_vpart_override ( const tripoint p,
const vpart_id id,
int  part_mod,
units::angle  veh_dir,
bool  hilite,
const point mount 
)

Definition at line 941 of file animation.cpp.

943{
944}

◆ draw_weather()

void game::draw_weather ( const weather_printable wPrint)

Definition at line 756 of file animation.cpp.

757{
759}
void draw_weather_curses(const catacurses::window &win, const weather_printable &w)
Definition: animation.cpp:737

References anonymous_namespace{animation.cpp}::draw_weather_curses(), and w_terrain.

Referenced by get_player_input().

◆ draw_zones()

void game::draw_zones ( const tripoint start,
const tripoint end,
const tripoint offset 
)

Definition at line 832 of file animation.cpp.

833{
834 draw_zones_curses( w_terrain, start, end, offset );
835}
void draw_zones_curses(const catacurses::window &w, const tripoint &start, const tripoint &end, const tripoint &offset)
Definition: animation.cpp:805

References anonymous_namespace{animation.cpp}::draw_zones_curses(), and w_terrain.

◆ drop()

void game::drop ( )
private

Definition at line 8112 of file game.cpp.

8113{
8115}
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2505
drop_locations multidrop(player &p)
Select items to drop.

References Character::drop(), game_menus::inv::multidrop(), Character::pos(), and u.

Referenced by handle_action().

◆ drop_in_direction()

void game::drop_in_direction ( )
private

Definition at line 8117 of file game.cpp.

8118{
8119 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Drop where?" ) ) ) {
8120 u.drop( game_menus::inv::multidrop( u ), *pnt );
8121 }
8122}

References _, choose_adjacent(), Character::drop(), game_menus::inv::multidrop(), and u.

Referenced by handle_action().

◆ dump_stats()

bool game::dump_stats ( const std::string &  what,
dump_mode  mode,
const std::vector< std::string > &  opts 
)

write statistics to stdout and

Returns
true if successful

Definition at line 37 of file dump.cpp.

39{
40 try {
41 loading_ui ui( false );
43 load_packs( _( "Loading content packs" ), { mod_id( "dda" ) }, ui );
45 } catch( const std::exception &err ) {
46 std::cerr << "Error loading data from json: " << err.what() << std::endl;
47 return false;
48 }
49
50 std::vector<std::string> header;
51 std::vector<std::vector<std::string>> rows;
52
53 int scol = 0; // sorting column
54
55 std::map<std::string, standard_npc> test_npcs;
56 test_npcs[ "S1" ] = standard_npc( "S1", { 0, 0, 2 }, { "gloves_survivor", "mask_lsurvivor" },
57 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
58 test_npcs[ "S2" ] = standard_npc( "S2", { 0, 0, 3 }, { "gloves_fingerless", "sunglasses" },
59 4, 8, 8, 8, 10 /* PER 10 */ );
60 test_npcs[ "S3" ] = standard_npc( "S3", { 0, 0, 4 }, { "gloves_plate", "helmet_plate" },
61 4, 10, 8, 8, 8 /* STAT 10 */ );
62 test_npcs[ "S4" ] = standard_npc( "S4", { 0, 0, 5 }, {}, 0, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
63 test_npcs[ "S5" ] = standard_npc( "S5", { 0, 0, 6 }, {}, 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
64 test_npcs[ "S6" ] = standard_npc( "S6", { 0, 0, 7 }, { "gloves_hsurvivor", "mask_hsurvivor" },
65 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
66
67 std::map<std::string, item> test_items;
68 test_items[ "G1" ] = item( "glock_19" ).ammo_set( itype_id( "9mm" ) );
69 test_items[ "G2" ] = item( "hk_mp5" ).ammo_set( itype_id( "9mm" ) );
70 test_items[ "G3" ] = item( "ar15" ).ammo_set( itype_id( "223" ) );
71 test_items[ "G4" ] = item( "remington_700" ).ammo_set( itype_id( "270" ) );
72 test_items[ "G4" ].put_in( item( "rifle_scope" ) );
73
74 if( what == "AMMO" ) {
75 header = {
76 "Name", "Ammo", "Volume", "Weight", "Stack",
77 "Range", "Dispersion", "Recoil", "Damage", "Pierce", "Damage multiplier"
78 };
79 auto dump = [&rows]( const item & obj ) {
80 std::vector<std::string> r;
81 r.push_back( obj.tname( 1, false ) );
82 r.push_back( obj.ammo_type().str() );
83 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
84 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
85 r.push_back( std::to_string( obj.type->stack_size ) );
86 r.push_back( std::to_string( obj.type->ammo->range ) );
87 r.push_back( std::to_string( obj.type->ammo->dispersion ) );
88 r.push_back( std::to_string( obj.type->ammo->recoil ) );
89 damage_instance damage = obj.type->ammo->damage;
90 r.push_back( std::to_string( damage.total_damage() ) );
91 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
92 rows.push_back( r );
93 };
94 for( const itype *e : item_controller->all() ) {
95 if( e->ammo ) {
96 dump( item( e, calendar::turn, item::solitary_tag {} ) );
97 }
98 }
99
100 } else if( what == "ARMOR" ) {
101 header = {
102 "Name", "Encumber (fit)", "Warmth", "Weight", "Storage", "Coverage", "Bash", "Cut", "Bullet", "Acid", "Fire"
103 };
104 auto dump = [&rows]( const item & obj ) {
105 std::vector<std::string> r;
106 r.push_back( obj.tname( 1, false ) );
107 r.push_back( std::to_string( obj.get_encumber( g->u ) ) );
108 r.push_back( std::to_string( obj.get_warmth() ) );
109 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
110 r.push_back( std::to_string( obj.get_storage() / units::legacy_volume_factor ) );
111 r.push_back( std::to_string( obj.get_coverage() ) );
112 r.push_back( std::to_string( obj.bash_resist() ) );
113 r.push_back( std::to_string( obj.cut_resist() ) );
114 r.push_back( std::to_string( obj.bullet_resist() ) );
115 r.push_back( std::to_string( obj.acid_resist() ) );
116 r.push_back( std::to_string( obj.fire_resist() ) );
117 rows.push_back( r );
118 };
119
120 body_part bp = opts.empty() ? num_bp : get_body_part_token( opts.front() );
121
122 for( const itype *e : item_controller->all() ) {
123 if( e->armor ) {
124 item obj( e );
125 if( bp == num_bp || obj.covers( bp ) ) {
126 if( obj.has_flag( flag_VARSIZE ) ) {
127 obj.set_flag( "FIT" );
128 }
129 dump( obj );
130 }
131 }
132 }
133
134 } else if( what == "EDIBLE" ) {
135 header = {
136 "Name", "Volume", "Weight", "Stack", "Calories", "Quench", "Healthy"
137 };
138 for( const auto &v : vitamin::all() ) {
139 header.push_back( v.second.name() );
140 }
141 auto dump = [&rows]( const item & obj ) {
142 std::vector<std::string> r;
143 r.push_back( obj.tname( 1, false ) );
144 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
145 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
146 r.push_back( std::to_string( obj.type->stack_size ) );
147 r.push_back( std::to_string( obj.get_comestible()->default_nutrition.kcal ) );
148 r.push_back( std::to_string( obj.get_comestible()->quench ) );
149 r.push_back( std::to_string( obj.get_comestible()->healthy ) );
150 auto vits = obj.get_comestible()->default_nutrition.vitamins;
151 for( const auto &v : vitamin::all() ) {
152 r.push_back( std::to_string( vits[ v.first ] ) );
153 }
154 rows.push_back( r );
155 };
156
157 for( const itype *e : item_controller->all() ) {
159
160 if( food.is_food() && g->u.can_eat( food ).success() ) {
161 dump( food );
162 }
163 }
164
165 } else if( what == "GUN" ) {
166 header = {
167 "Name", "Ammo", "Volume", "Weight", "Capacity",
168 "Range", "Dispersion", "Effective recoil", "Damage", "Pierce",
169 "Aim time", "Effective range", "Snapshot range", "Max range"
170 };
171
172 std::set<std::string> locations;
173 for( const itype *e : item_controller->all() ) {
174 if( e->gun ) {
175 std::transform( e->gun->valid_mod_locations.begin(),
176 e->gun->valid_mod_locations.end(),
177 std::inserter( locations, locations.begin() ),
178 []( const std::pair<gunmod_location, int> &q ) {
179 return q.first.name();
180 } );
181 }
182 }
183 for( const auto &e : locations ) {
184 header.push_back( e );
185 }
186
187 auto dump = [&rows, &locations]( const standard_npc & who, const item & obj ) {
188 std::vector<std::string> r;
189 r.push_back( obj.tname( 1, false ) );
190 r.push_back( !obj.ammo_types().empty() ? enumerate_as_string( obj.ammo_types().begin(),
191 obj.ammo_types().end(), []( const ammotype & at ) {
192 return at.str();
194 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
195 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
196 r.push_back( std::to_string( obj.ammo_capacity() ) );
197 r.push_back( std::to_string( obj.gun_range() ) );
198 r.push_back( std::to_string( obj.gun_dispersion() ) );
199 r.push_back( std::to_string( obj.gun_recoil() ) );
200 damage_instance damage = obj.gun_damage();
201 r.push_back( std::to_string( damage.total_damage() ) );
202 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
203
204 r.push_back( std::to_string( who.gun_engagement_moves( obj ) ) );
205
206 for( const auto &e : locations ) {
207 const auto &vml = obj.type->gun->valid_mod_locations;
208 const auto iter = vml.find( e );
209 r.push_back( std::to_string( iter != vml.end() ? iter->second : 0 ) );
210 }
211 rows.push_back( r );
212 };
213 for( const itype *e : item_controller->all() ) {
214 if( e->gun ) {
215 item gun( e );
216 if( !gun.magazine_integral() ) {
217 gun.put_in( item( gun.magazine_default() ) );
218 }
219 gun.ammo_set( gun.ammo_default( false ), gun.ammo_capacity() );
220
221 dump( test_npcs[ "S1" ], gun );
222
223 if( gun.type->gun->barrel_length > 0_ml ) {
224 gun.put_in( item( "barrel_small" ) );
225 dump( test_npcs[ "S1" ], gun );
226 }
227 }
228 }
229
230 } else if( what == "RECIPE" ) {
231
232 // optionally filter recipes to include only those using specified skills
233 recipe_subset dict;
234 for( const auto &r : recipe_dict ) {
235 if( opts.empty() || std::any_of( opts.begin(), opts.end(), [&r]( const std::string & s ) {
236 if( r.second.skill_used == skill_id( s ) && r.second.difficulty > 0 ) {
237 return true;
238 }
239 const auto iter = r.second.required_skills.find( skill_id( s ) );
240 return iter != r.second.required_skills.end() && iter->second > 0;
241 } ) ) {
242 dict.include( &r.second );
243 }
244 }
245
246 // only consider skills that are required by at least one recipe
247 std::vector<Skill> sk;
248 std::copy_if( Skill::skills.begin(), Skill::skills.end(),
249 std::back_inserter( sk ), [&dict]( const Skill & s ) {
250 return std::any_of( dict.begin(), dict.end(), [&s]( const recipe * r ) {
251 return r->skill_used == s.ident() ||
252 r->required_skills.find( s.ident() ) != r->required_skills.end();
253 } );
254 } );
255
256 header = { "Result" };
257
258 for( const auto &e : sk ) {
259 header.push_back( e.ident().str() );
260 }
261
262 for( const recipe *e : dict ) {
263 std::vector<std::string> r;
264 r.push_back( e->result_name() );
265 for( const auto &s : sk ) {
266 if( e->skill_used == s.ident() ) {
267 r.push_back( std::to_string( e->difficulty ) );
268 } else {
269 auto iter = e->required_skills.find( s.ident() );
270 r.push_back( std::to_string( iter != e->required_skills.end() ? iter->second : 0 ) );
271 }
272 }
273 rows.push_back( r );
274 }
275
276 } else if( what == "VEHICLE" ) {
277 header = {
278 "Name", "Weight (empty)", "Weight (fueled)",
279 "Max velocity (mph)", "Safe velocity (mph)", "Acceleration (mph/turn)",
280 "Aerodynamics coeff", "Rolling coeff", "Static Drag", "Offroad %"
281 };
282 auto dump = [&rows]( const vproto_id & obj ) {
283 vehicle veh_empty( obj, 0, 0 );
284 vehicle veh_fueled( obj, 100, 0 );
285
286 std::vector<std::string> r;
287 r.push_back( veh_empty.name );
288 r.push_back( std::to_string( to_kilogram( veh_empty.total_mass() ) ) );
289 r.push_back( std::to_string( to_kilogram( veh_fueled.total_mass() ) ) );
290 r.push_back( std::to_string( veh_fueled.max_velocity() / 100 ) );
291 r.push_back( std::to_string( veh_fueled.safe_velocity() / 100 ) );
292 r.push_back( std::to_string( veh_fueled.acceleration() / 100 ) );
293 r.push_back( std::to_string( veh_fueled.coeff_air_drag() ) );
294 r.push_back( std::to_string( veh_fueled.coeff_rolling_drag() ) );
295 r.push_back( std::to_string( veh_fueled.static_drag( false ) ) );
296 r.push_back( std::to_string( static_cast<int>( 50 *
297 veh_fueled.k_traction( veh_fueled.wheel_area() ) ) ) );
298 rows.push_back( r );
299 };
300 for( auto &e : vehicle_prototype::get_all() ) {
301 dump( e );
302 }
303
304 } else if( what == "VPART" ) {
305 header = {
306 "Name", "Location", "Weight", "Size"
307 };
308 auto dump = [&rows]( const vpart_info & obj ) {
309 std::vector<std::string> r;
310 r.push_back( obj.name() );
311 r.push_back( obj.location );
312 int w = std::ceil( to_gram( item( obj.item ).weight() ) / 1000.0 );
313 r.push_back( std::to_string( w ) );
314 r.push_back( std::to_string( obj.size / units::legacy_volume_factor ) );
315 rows.push_back( r );
316 };
317 for( const auto &e : vpart_info::all() ) {
318 dump( e.second );
319 }
320
321 } else {
322 std::cerr << "unknown argument: " << what << std::endl;
323 return false;
324 }
325
326 rows.erase( std::remove_if( rows.begin(), rows.end(), []( const std::vector<std::string> &e ) {
327 return e.empty();
328 } ), rows.end() );
329
330 if( scol >= 0 ) {
331 std::sort( rows.begin(), rows.end(), [&scol]( const std::vector<std::string> &lhs,
332 const std::vector<std::string> &rhs ) {
333 return localized_compare( lhs[ scol ], rhs[ scol ] );
334 } );
335 }
336
337 rows.erase( std::unique( rows.begin(), rows.end() ), rows.end() );
338
339 switch( mode ) {
340 case dump_mode::TSV:
341 rows.insert( rows.begin(), header );
342 for( const auto &r : rows ) {
343 // NOLINTNEXTLINE(cata-text-style): using tab to align the output
344 std::copy( r.begin(), r.end() - 1, std::ostream_iterator<std::string>( std::cout, "\t" ) );
345 std::cout << r.back() << "\n";
346 }
347 break;
348
349 case dump_mode::HTML:
350 std::cout << "<table>";
351
352 std::cout << "<thead>";
353 std::cout << "<tr>";
354 for( const auto &col : header ) {
355 std::cout << "<th>" << col << "</th>";
356 }
357 std::cout << "</tr>";
358 std::cout << "</thead>";
359
360 std::cout << "<tdata>";
361 for( const auto &r : rows ) {
362 std::cout << "<tr>";
363 for( const auto &col : r ) {
364 std::cout << "<td>" << col << "</td>";
365 }
366 std::cout << "</tr>";
367 }
368 std::cout << "</tdata>";
369
370 std::cout << "</table>";
371 break;
372 }
373
374 return true;
375}
body_part get_body_part_token(const std::string &id)
Returns the matching body_part token from the corresponding body_part string.
Definition: bodypart.cpp:180
body_part
Definition: bodypart.h:39
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
Definition: skill.h:33
static std::vector< Skill > skills
Definition: skill.h:49
const skill_id & ident() const
Definition: skill.h:65
bool load_packs(const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
Load content packs.
Definition: game.cpp:2741
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4838
void put_in(const item &payload)
Puts the given item into this one, no checks are performed.
Definition: item.cpp:989
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:589
std::set< constrecipe * >::const_iterator begin() const
std::set< constrecipe * >::const_iterator end() const
void include(const recipe *r, int custom_difficulty=-1)
Include a recipe to the subset.
Definition: recipe.h:35
An NPC with standard stats.
Definition: npc.h:1394
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
static const std::map< vpart_id, vpart_info > & all()
Definition: veh_type.cpp:694
static const std::string flag_VARSIZE("VARSIZE")
std::unique_ptr< Item_factory > item_controller
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1590
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
constexpr value_type to_gram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:67
constexpr value_type to_kilogram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:73
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:679
recipe_dictionary recipe_dict
float total_damage() const
Definition: damage.cpp:75
std::vector< damage_unit >::iterator begin()
Definition: damage.cpp:120
bool empty() const
Definition: damage.cpp:88
Default (or randomized) charges except if counted by charges then only one charge.
Definition: item.h:196
Definition: itype.h:836
static std::vector< vproto_id > get_all()
Definition: veh_type.cpp:1157
string_id< MOD_INFORMATION > mod_id
Definition: type_id.h:91

References _, vitamin::all(), item::ammo_capacity(), item::ammo_default(), item::ammo_set(), damage_instance::begin(), item::covers(), damage_instance::empty(), enumerate_as_string(), DynamicDataLoader::finalize_loaded_data(), flag_VARSIZE(), g, get_body_part_token(), DynamicDataLoader::get_instance(), itype::gun, item::has_flag(), Skill::ident(), recipe_subset::include(), item_controller, itype_id, units::legacy_volume_factor, load_core_data(), load_packs(), anonymous_namespace{overmap_location.cpp}::locations, item::magazine_default(), item::magazine_integral(), none, num_bp, item::put_in(), recipe_dict, item::set_flag(), Skill::skills, units::to_gram(), to_string(), damage_instance::total_damage(), iexamine::transform(), calendar::turn, and item::type.

◆ events()

event_bus & game::events ( )

Definition at line 2851 of file game.cpp.

2852{
2853 return *event_bus_ptr;
2854}
pimpl< event_bus > event_bus_ptr
Definition: game.h:974

References event_bus_ptr.

Referenced by cleanup_at_end(), and game().

◆ exam_vehicle()

void game::exam_vehicle ( vehicle veh,
const point cp = point_zero 
)

open vehicle interaction screen

Definition at line 5082 of file game.cpp.

5083{
5084 if( veh.magic ) {
5085 add_msg( m_info, _( "This is your %s" ), veh.name );
5086 return;
5087 }
5088 auto act = veh_interact::run( veh, c );
5089 if( act ) {
5090 u.moves = 0;
5092 }
5093}
static player_activity run(vehicle &veh, const point &p)
bool magic
Definition: vehicle.h:1866
constexpr double c
Definition: magic.cpp:1032
activity_id act
Definition: sounds.cpp:75

References _, act, add_msg(), Character::assign_activity(), c, m_info, vehicle::magic, Creature::moves, vehicle::name, veh_interact::run(), and u.

◆ examine() [1/2]

void game::examine ( )
private

Definition at line 5462 of file game.cpp.

5463{
5464 // if we are driving a vehicle, examine the
5465 // current tile without asking.
5466 const optional_vpart_position vp = m.veh_at( u.pos() );
5467 if( vp && vp->vehicle().player_in_control( u ) ) {
5468 examine( u.pos() );
5469 return;
5470 }
5471
5472 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Examine where?" ),
5473 _( "There is nothing that can be examined nearby." ),
5474 ACTION_EXAMINE, false );
5475 if( !examp_ ) {
5476 return;
5477 }
5478 u.manual_examine = true;
5479 examine( *examp_ );
5480 u.manual_examine = false;
5481}
cata::optional< tripoint > choose_adjacent_highlight(const std::string &message, const std::string &failure_message, const action_id action, bool allow_vertical)
Request player input of adjacent tile with highlighting, possibly on different z-level.
Definition: action.cpp:1035
@ ACTION_EXAMINE
Examine or pick up items from adjacent square.
Definition: action.h:105
void examine()
Definition: game.cpp:5462
bool manual_examine
Definition: player.h:603

References _, ACTION_EXAMINE, choose_adjacent_highlight(), examine(), m, player::manual_examine, Character::pos(), u, and map::veh_at().

Referenced by examine(), and handle_action().

◆ examine() [2/2]

void game::examine ( const tripoint p)
private

Definition at line 5550 of file game.cpp.

5551{
5552 if( disable_robot( examp ) ) {
5553 return;
5554 }
5555
5556 Creature *c = critter_at( examp );
5557 if( c != nullptr ) {
5558 monster *mon = dynamic_cast<monster *>( c );
5559 if( mon != nullptr ) {
5560 add_msg( _( "There is a %s." ), mon->get_name() );
5561 if( mon->has_effect( effect_pet ) && !u.is_mounted() ) {
5562 if( monexamine::pet_menu( *mon ) ) {
5563 return;
5564 }
5565 } else if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->has_effect( effect_pet ) ) {
5566 if( monexamine::mech_hack( *mon ) ) {
5567 return;
5568 }
5569 } else if( mon->has_flag( MF_PAY_BOT ) ) {
5570 if( monexamine::pay_bot( *mon ) ) {
5571 return;
5572 }
5573 } else if( mon->attitude_to( u ) == Creature::A_FRIENDLY && !u.is_mounted() ) {
5574 if( monexamine::mfriend_menu( *mon ) ) {
5575 return;
5576 }
5577 }
5578 } else if( u.is_mounted() ) {
5579 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5580 }
5581 npc *np = dynamic_cast<npc *>( c );
5582 if( np != nullptr && !u.is_mounted() ) {
5583 if( npc_menu( *np ) ) {
5584 return;
5585 }
5586 } else if( np != nullptr && u.is_mounted() ) {
5587 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5588 }
5589 }
5590
5591 const optional_vpart_position vp = m.veh_at( examp );
5592 if( vp && u.is_mounted() ) {
5593 if( !u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) ) {
5594 add_msg( m_warning, _( "You cannot interact with a vehicle while mounted." ) );
5595 } else {
5596 vp->vehicle().interact_with( examp, vp->part_index() );
5597 return;
5598 }
5599 } else if( vp && !u.is_mounted() ) {
5600 vp->vehicle().interact_with( examp, vp->part_index() );
5601 return;
5602 }
5603
5604 if( m.has_flag( "CONSOLE", examp ) && !u.is_mounted() ) {
5605 use_computer( examp );
5606 return;
5607 } else if( m.has_flag( "CONSOLE", examp ) && u.is_mounted() ) {
5608 add_msg( m_warning, _( "You cannot use a console while mounted." ) );
5609 }
5610 const furn_t &xfurn_t = m.furn( examp ).obj();
5611 const ter_t &xter_t = m.ter( examp ).obj();
5612
5613 const tripoint player_pos = u.pos();
5614
5615 if( m.has_furn( examp ) && !u.is_mounted() ) {
5616 xfurn_t.examine( u, examp );
5617 } else if( m.has_furn( examp ) && u.is_mounted() ) {
5618 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5619 } else {
5620 if( !u.is_mounted() ) {
5621 xter_t.examine( u, examp );
5622 } else if( u.is_mounted() && xter_t.examine == &iexamine::none ) {
5623 xter_t.examine( u, examp );
5624 } else {
5625 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5626 }
5627 }
5628
5629 // Did the player get moved? Bail out if so; our examp probably
5630 // isn't valid anymore.
5631 if( player_pos != u.pos() ) {
5632 return;
5633 }
5634
5635 bool none = true;
5636 if( xter_t.examine != &iexamine::none || xfurn_t.examine != &iexamine::none ) {
5637 none = false;
5638 }
5639
5640 if( !m.tr_at( examp ).is_null() && !u.is_mounted() ) {
5641 iexamine::trap( u, examp );
5642 } else if( !m.tr_at( examp ).is_null() && u.is_mounted() ) {
5643 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5644 }
5645
5646 // In case of teleport trap or somesuch
5647 if( player_pos != u.pos() ) {
5648 return;
5649 }
5650
5651 // Feedback for fire lasting time, this can be judged while mounted
5652 const std::string fire_fuel = get_fire_fuel_string( examp );
5653 if( !fire_fuel.empty() ) {
5654 add_msg( fire_fuel );
5655 }
5656
5657 if( m.has_flag( "SEALED", examp ) ) {
5658 if( none ) {
5659 if( m.has_flag( "UNSTABLE", examp ) ) {
5660 add_msg( _( "The %s is too unstable to remove anything." ), m.name( examp ) );
5661 } else {
5662 add_msg( _( "The %s is firmly sealed." ), m.name( examp ) );
5663 }
5664 }
5665 } else {
5666 //examp has no traps, is a container and doesn't have a special examination function
5667 if( m.tr_at( examp ).is_null() && m.i_at( examp ).empty() &&
5668 m.has_flag( "CONTAINER", examp ) && none ) {
5669 add_msg( _( "It is empty." ) );
5670 } else if( ( m.has_flag( TFLAG_FIRE_CONTAINER, examp ) &&
5671 xfurn_t.examine == &iexamine::fireplace ) ||
5672 xfurn_t.examine == &iexamine::workbench ) {
5673 return;
5674 } else {
5676 if( !u.is_mounted() ) {
5677 pickup::pick_up( examp, 0 );
5678 }
5679 }
5680 }
5681}
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1556
@ A_FRIENDLY
Definition: creature.h:171
void use_computer(const tripoint &p)
Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.
Definition: game.cpp:4612
bool disable_robot(const tripoint &p)
If there is a robot (that can be disabled), query the player and try to disable it.
Definition: game.cpp:8698
bool npc_menu(npc &who)
Returns true if the menu handled stuff and player shouldn't do anything else.
Definition: game.cpp:5353
bool empty() const
Definition: item_stack.cpp:15
bool has_furn(const tripoint &p) const
Definition: map.cpp:1340
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5117
ter_id ter(const tripoint &p) const
Definition: map.cpp:1495
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: monster.cpp:1020
std::string get_name() const override
Definition: monster.cpp:487
static const efftype_id effect_pet("pet")
static std::string get_fire_fuel_string(const tripoint &examp)
Definition: game.cpp:5483
@ TFLAG_FIRE_CONTAINER
Definition: mapdata.h:293
void fireplace(player &p, const tripoint &examp)
Definition: iexamine.cpp:2842
void workbench(player &p, const tripoint &examp)
Definition: iexamine.cpp:6029
void none(player &p, const tripoint &examp)
Nothing player can interact with here.
Definition: iexamine.cpp:245
void trap(player &p, const tripoint &examp)
Definition: iexamine.cpp:3741
bool pet_menu(monster &z)
Definition: monexamine.cpp:64
bool mech_hack(monster &z)
Definition: monexamine.cpp:373
bool mfriend_menu(monster &z)
Definition: monexamine.cpp:445
bool pay_bot(monster &z)
Definition: monexamine.cpp:405
void pick_up(const tripoint &p, int min, from_where get_items_from=prompt)
Pick up items; 'g' or ',' or via examine()
Definition: pickup.cpp:571
iexamine_function examine
Definition: mapdata.h:398
Definition: mapdata.h:457
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245

References _, Creature::A_FRIENDLY, add_msg(), monster::attitude_to(), c, critter_at(), disable_robot(), effect_pet, item_stack::empty(), map_data_common_t::examine, iexamine::fireplace(), map::furn(), get_fire_fuel_string(), monster::get_name(), Creature::has_effect(), map::has_flag(), monster::has_flag(), map::has_furn(), map::i_at(), Character::is_mounted(), trap::is_null(), m, m_warning, monexamine::mech_hack(), MF_PAY_BOT, MF_RIDEABLE_MECH, monexamine::mfriend_menu(), Character::mounted_creature, map::name(), none, iexamine::none(), npc_menu(), int_id< T >::obj(), monexamine::pay_bot(), monexamine::pet_menu(), pickup::pick_up(), Character::pos(), sounds::process_sound_markers(), map::ter(), TFLAG_FIRE_CONTAINER, map::tr_at(), iexamine::trap(), u, use_computer(), map::veh_at(), and iexamine::workbench().

◆ extended_description()

void game::extended_description ( const tripoint p)

Long description of (visible) things at tile.

Definition at line 50 of file descriptions.cpp.

51{
53 const int top = 3;
54 int width = 0;
55 catacurses::window w_head;
56 catacurses::window w_main;
57 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
58 const int left = 0;
59 const int right = TERMX;
60 const int bottom = TERMY;
61 width = right - left;
62 const int height = bottom - top;
63 w_head = catacurses::newwin( top, TERMX, point_zero );
64 w_main = catacurses::newwin( height, width, point( left, top ) );
65 ui.position( point_zero, point( TERMX, TERMY ) );
66 } );
67 ui.mark_resize();
68
69 // Default to critter (if any), furniture (if any), then terrain.
71 if( seen_critter( *this, p ) != nullptr ) {
73 } else if( get_map().has_furn( p ) ) {
75 }
76
77 std::string action;
78 input_context ctxt( "EXTENDED_DESCRIPTION" );
79 ctxt.register_action( "CREATURE" );
80 ctxt.register_action( "FURNITURE" );
81 ctxt.register_action( "TERRAIN" );
82 ctxt.register_action( "CONFIRM" );
83 ctxt.register_action( "QUIT" );
84 ctxt.register_action( "HELP_KEYBINDINGS" );
85
86 ui.on_redraw( [&]( const ui_adaptor & ) {
87 werase( w_head );
89 _( "[%s] describe creatures, [%s] describe furniture, "
90 "[%s] describe terrain, [%s] close." ),
91 ctxt.get_desc( "CREATURE" ), ctxt.get_desc( "FURNITURE" ),
92 ctxt.get_desc( "TERRAIN" ), ctxt.get_desc( "QUIT" ) );
93
94 // Set up line drawings
95 for( int i = 0; i < TERMX; i++ ) {
96 mvwputch( w_head, point( i, top - 1 ), c_white, LINE_OXOX );
97 }
98
99 wnoutrefresh( w_head );
100
101 std::string desc;
102 // Allow looking at invisible tiles - player may want to examine hallucinations etc.
103 switch( cur_target ) {
105 const Creature *critter = seen_critter( *this, p );
106 if( critter != nullptr ) {
107 desc = critter->extended_description();
108 } else {
109 desc = _( "You do not see any creature here." );
110 }
111 }
112 break;
114 if( !u.sees( p ) || !m.has_furn( p ) ) {
115 desc = _( "You do not see any furniture here." );
116 } else {
117 const furn_id fid = m.furn( p );
118 desc = fid.obj().extended_description();
119 }
120 break;
122 if( !u.sees( p ) ) {
123 desc = _( "You can't see the terrain here." );
124 } else {
125 const ter_id tid = m.ter( p );
126 desc = tid.obj().extended_description();
127 }
128 break;
129 }
130
131 std::string signage = m.get_signage( p );
132 if( !signage.empty() ) {
133 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
134 desc += u.has_trait( trait_ILLITERATE ) ? _( "\nSign: ???" ) : string_format( _( "\nSign: %s" ),
135 signage );
136 }
137
138 werase( w_main );
139 fold_and_print_from( w_main, point_zero, width, 0, c_light_gray, desc );
140 wnoutrefresh( w_main );
141 } );
142
143 do {
145 action = ctxt.handle_input();
146 if( action == "CREATURE" ) {
147 cur_target = description_target::creature;
148 } else if( action == "FURNITURE" ) {
150 } else if( action == "TERRAIN" ) {
151 cur_target = description_target::terrain;
152 }
153 } while( action != "CONFIRM" && action != "QUIT" );
154}
virtual std::string extended_description() const =0
friend map & get_map()
Definition: map.cpp:144
std::string get_signage(const tripoint &p) const
Definition: map.cpp:3981
static const trait_id trait_ILLITERATE("ILLITERATE")
static const Creature * seen_critter(const game &g, const tripoint &p)
description_target
int fold_and_print_from(const catacurses::window &w, const point &begin, int width, int begin_line, const nc_color &base_color, const std::string &text)
Like fold_and_print, but starts the output with the N-th line of the folded string.
Definition: output.cpp:311
std::string extended_description() const

References _, action, c_light_gray, c_white, creature, map_data_common_t::extended_description(), Creature::extended_description(), fold_and_print_from(), map::furn(), furniture, input_context::get_desc(), get_map, map::get_signage(), input_context::handle_input(), map::has_furn(), Character::has_trait(), left, LINE_OXOX, m, mvwprintz(), mvwputch(), catacurses::newwin(), int_id< T >::obj(), point_zero, ui_manager::redraw(), input_context::register_action(), right, seen_critter(), Character::sees(), string_format(), map::ter(), TERMX, TERMY, terrain, trait_ILLITERATE, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by look_around().

◆ find_nearby_items()

std::vector< map_item_stack > game::find_nearby_items ( int  iRadius)
private

Definition at line 6998 of file game.cpp.

6999{
7000 std::map<std::string, map_item_stack> temp_items;
7001 std::vector<map_item_stack> ret;
7002 std::vector<std::string> item_order;
7003
7004 if( u.is_blind() ) {
7005 return ret;
7006 }
7007
7008 int range = fov_3d ? fov_3d_z_range : 0;
7009 int center_z = u.pos().z;
7010
7011 for( int i = 0; i <= range * 2; i++ ) {
7012 int z = i % 2 ? center_z - i / 2 : center_z + i / 2;
7013 for( auto &points_p_it : closest_points_first( {u.pos().xy(), z}, iRadius ) ) {
7014 if( points_p_it.y >= u.posy() - iRadius && points_p_it.y <= u.posy() + iRadius &&
7015 u.sees( points_p_it ) &&
7016 m.sees_some_items( points_p_it, u ) ) {
7017
7018 for( auto &elem : m.i_at( points_p_it ) ) {
7019 const std::string name = elem.tname();
7020 const tripoint relative_pos = points_p_it - u.pos();
7021
7022 if( std::find( item_order.begin(), item_order.end(), name ) == item_order.end() ) {
7023 item_order.push_back( name );
7024 temp_items[name] = map_item_stack( &elem, relative_pos );
7025 } else {
7026 temp_items[name].add_at_pos( &elem, relative_pos );
7027 }
7028 }
7029 }
7030 }
7031 }
7032
7033 for( auto &elem : item_order ) {
7034 ret.push_back( temp_items[elem] );
7035 }
7036
7037 return ret;
7038}
int fov_3d_z_range
3D FoV range, in Z levels, in both directions.
bool fov_3d
3D FoV enabled/disabled.
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6342
std::vector< coords::coord_point< Point, Origin, Scale > > closest_points_first(const coords::coord_point< Point, Origin, Scale > &loc, int min_dist, int max_dist)
Definition: coordinates.h:596

References closest_points_first(), detail::find(), fov_3d, fov_3d_z_range, map::i_at(), Character::is_blind(), m, om_direction::name(), Character::pos(), Character::posy(), cata::hash64_detail::ret, Character::sees(), map::sees_some_items(), u, and tripoint::z.

Referenced by list_items_monsters().

◆ find_npc()

npc * game::find_npc ( character_id  id)

Find the npc with the given ID.

Returns NULL if the npc could not be found. Searches all loaded overmaps.

Definition at line 1957 of file game.cpp.

1958{
1959 return overmap_buffer.find_npc( id ).get();
1960}

References overmapbuffer::find_npc(), and overmap_buffer.

Referenced by critter_by_id().

◆ find_or_make_stairs()

cata::optional< tripoint > game::find_or_make_stairs ( map mp,
int  z_after,
bool &  rope_ladder,
bool  peeking 
)

Returns the other end of the stairs (if any).

May query, affect u etc.

Definition at line 10485 of file game.cpp.

10487{
10488 const int omtilesz = SEEX * 2;
10489 real_coords rc( m.getabs( point( u.posx(), u.posy() ) ) );
10490 tripoint omtile_align_start( m.getlocal( rc.begin_om_pos() ), z_after );
10491 tripoint omtile_align_end( omtile_align_start + point( -1 + omtilesz, -1 + omtilesz ) );
10492
10493 // Try to find the stairs.
10495 int best = INT_MAX;
10496 const int movez = z_after - get_levz();
10497 const bool going_down_1 = movez == -1;
10498 const bool going_up_1 = movez == 1;
10499 // If there are stairs on the same x and y as we currently are, use those
10500 if( going_down_1 && mp.has_flag( TFLAG_GOES_UP, u.pos() + tripoint_below ) ) {
10501 stairs.emplace( u.pos() + tripoint_below );
10502 }
10503 if( going_up_1 && mp.has_flag( TFLAG_GOES_DOWN, u.pos() + tripoint_above ) ) {
10504 stairs.emplace( u.pos() + tripoint_above );
10505 }
10506 // We did not find stairs directly above or below, so search the map for them
10507 if( !stairs.has_value() ) {
10508 for( const tripoint &dest : m.points_in_rectangle( omtile_align_start, omtile_align_end ) ) {
10509 if( rl_dist( u.pos(), dest ) <= best &&
10510 ( ( going_down_1 && mp.has_flag( TFLAG_GOES_UP, dest ) ) ||
10511 ( going_up_1 && ( mp.has_flag( TFLAG_GOES_DOWN, dest ) ||
10512 mp.ter( dest ) == t_manhole_cover ) ) ||
10513 ( ( movez == 2 || movez == -2 ) && mp.ter( dest ) == t_elevator ) ) ) {
10514 stairs.emplace( dest );
10515 best = rl_dist( u.pos(), dest );
10516 }
10517 }
10518 }
10519
10520 if( stairs.has_value() ) {
10521 if( Creature *blocking_creature = critter_at( stairs.value() ) ) {
10522 npc *guy = dynamic_cast<npc *>( blocking_creature );
10523 monster *mon = dynamic_cast<monster *>( blocking_creature );
10524 bool would_move = ( guy && !guy->is_enemy() ) || ( mon && mon->friendly == -1 );
10525 bool can_displace = find_empty_spot_nearby( *stairs ).has_value();
10526 std::string cr_name = blocking_creature->get_name();
10527 std::string msg;
10528 if( guy ) {
10529 //~ %s is the name of hostile NPC
10530 msg = string_format( _( "%s is in the way!" ), cr_name );
10531 } else {
10532 //~ %s is some monster
10533 msg = string_format( _( "There's a %s in the way!" ), cr_name );
10534 }
10535
10536 if( ( peeking && !would_move ) || !can_displace || ( !would_move && !query_yn(
10537 //~ %s is a warning about monster/hostile NPC in the way, e.g. "There's a zombie in the way!"
10538 _( "%s Attempt to push past? You may have to fight your way back up." ), msg ) ) ) {
10539 add_msg( msg );
10540 return cata::nullopt;
10541 }
10542 }
10543 return stairs;
10544 }
10545
10546 // No stairs found! Try to make some
10547 rope_ladder = false;
10548 stairs.emplace( u.pos() );
10549 stairs->z = z_after;
10550 // Check the destination area for lava.
10551 if( mp.ter( *stairs ) == t_lava ) {
10552 if( movez < 0 &&
10553 !query_yn(
10554 _( "There is a LOT of heat coming out of there, even the stairs have melted away. Jump down? You won't be able to get back up." ) ) ) {
10555 return cata::nullopt;
10556 } else if( movez > 0 &&
10557 !query_yn(
10558 _( "There is a LOT of heat coming out of there. Push through the half-molten rocks and ascend? You will not be able to get back down." ) ) ) {
10559 return cata::nullopt;
10560 }
10561
10562 return stairs;
10563 }
10564
10565 if( movez > 0 ) {
10566 if( !mp.has_flag( "GOES_DOWN", *stairs ) ) {
10567 if( !query_yn( _( "You may be unable to return back down these stairs. Continue up?" ) ) ) {
10568 return cata::nullopt;
10569 }
10570 }
10571 // Manhole covers need this to work
10572 // Maybe require manhole cover here and fail otherwise?
10573 return stairs;
10574 }
10575
10576 if( mp.impassable( *stairs ) ) {
10577 popup( _( "Halfway down, the way down becomes blocked off." ) );
10578 return cata::nullopt;
10579 }
10580
10581 if( u.has_trait( trait_id( "WEB_RAPPEL" ) ) ) {
10582 if( query_yn( _( "There is a sheer drop halfway down. Web-descend?" ) ) ) {
10583 rope_ladder = true;
10584 if( ( rng( 4, 8 ) ) < u.get_skill_level( skill_dodge ) ) {
10585 add_msg( _( "You attach a web and dive down headfirst, flipping upright and landing on your feet." ) );
10586 } else {
10587 add_msg( _( "You securely web up and work your way down, lowering yourself safely." ) );
10588 }
10589 } else {
10590 return cata::nullopt;
10591 }
10592 } else if( u.has_trait( trait_VINES2 ) || u.has_trait( trait_VINES3 ) ) {
10593 if( query_yn( _( "There is a sheer drop halfway down. Use your vines to descend?" ) ) ) {
10594 if( u.has_trait( trait_VINES2 ) ) {
10595 if( query_yn( _( "Detach a vine? It'll hurt, but you'll be able to climb back up…" ) ) ) {
10596 rope_ladder = true;
10597 add_msg( m_bad, _( "You descend on your vines, though leaving a part of you behind stings." ) );
10598 u.mod_pain( 5 );
10599 u.apply_damage( nullptr, bodypart_id( "torso" ), 5 );
10600 u.mod_stored_nutr( 10 );
10601 u.mod_thirst( 10 );
10602 } else {
10603 add_msg( _( "You gingerly descend using your vines." ) );
10604 }
10605 } else {
10606 add_msg( _( "You effortlessly lower yourself and leave a vine rooted for future use." ) );
10607 rope_ladder = true;
10608 u.mod_stored_nutr( 10 );
10609 u.mod_thirst( 10 );
10610 }
10611 } else {
10612 return cata::nullopt;
10613 }
10614 } else if( u.has_amount( itype_grapnel, 1 ) ) {
10615 if( query_yn( _( "There is a sheer drop halfway down. Climb your grappling hook down?" ) ) ) {
10616 rope_ladder = true;
10618 } else {
10619 return cata::nullopt;
10620 }
10621 } else if( u.has_amount( itype_rope_30, 1 ) ) {
10622 if( query_yn( _( "There is a sheer drop halfway down. Climb your rope down?" ) ) ) {
10623 rope_ladder = true;
10625 } else {
10626 return cata::nullopt;
10627 }
10628 } else if( !query_yn( _( "There is a sheer drop halfway down. Jump?" ) ) ) {
10629 return cata::nullopt;
10630 }
10631
10632 return stairs;
10633}
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8407
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9626
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4414
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4304
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3356
T & emplace(Args &&... args)
Definition: optional.h:143
constexpr bool has_value() const noexcept
Definition: optional.h:120
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8231
bool impassable(const tripoint &p) const
Definition: map.cpp:1792
tripoint_range< tripoint > points_in_rectangle(const tripoint &from, const tripoint &to) const
Definition: map.cpp:8560
bool is_enemy() const
Definition: npc.cpp:2043
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: player.cpp:945
static const trait_id trait_VINES2("VINES2")
static const skill_id skill_dodge("dodge")
static cata::optional< tripoint > find_empty_spot_nearby(const tripoint &pos)
Definition: game.cpp:10021
static const itype_id itype_rope_30("rope_30")
static const itype_id itype_grapnel("grapnel")
static const trait_id trait_VINES3("VINES3")
ter_id t_manhole_cover
Definition: mapdata.cpp:720
ter_id t_lava
Definition: mapdata.cpp:695
ter_id t_elevator
Definition: mapdata.cpp:723
@ TFLAG_GOES_DOWN
Definition: mapdata.h:308
@ TFLAG_GOES_UP
Definition: mapdata.h:309
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr tripoint tripoint_below
Definition: point.h:295
static constexpr tripoint tripoint_above
Definition: point.h:294

References _, add_msg(), Character::apply_damage(), real_coords::begin_om_pos(), critter_at(), cata::optional< T >::emplace(), find_empty_spot_nearby(), monster::friendly, get_levz(), Character::get_skill_level(), map::getabs(), map::getlocal(), visitable< T >::has_amount(), map::has_flag(), Character::has_trait(), cata::optional< T >::has_value(), map::impassable(), npc::is_enemy(), itype_grapnel, itype_rope_30, m, m_bad, player::mod_pain(), Character::mod_stored_nutr(), Character::mod_thirst(), cata::nullopt, map::points_in_rectangle(), popup(), Character::pos(), Character::posx(), Character::posy(), query_yn(), rl_dist(), rng(), SEEX, skill_dodge, string_format(), t_elevator, t_lava, t_manhole_cover, map::ter(), TFLAG_GOES_DOWN, TFLAG_GOES_UP, trait_VINES2, trait_VINES3, tripoint_above, tripoint_below, u, Character::use_amount(), and cata::optional< T >::value().

Referenced by vertical_move().

◆ fling_creature()

void game::fling_creature ( Creature c,
const units::angle dir,
float  flvel,
bool  controlled = false,
bool  suppress_map_update = false 
)

Flings the input creature in the given direction.

Definition at line 9824 of file game.cpp.

9826{
9827 if( c == nullptr ) {
9828 debugmsg( "game::fling_creature invoked on null target" );
9829 return;
9830 }
9831
9832 if( c->is_dead_state() ) {
9833 // Flinging a corpse causes problems, don't enable without testing
9834 return;
9835 }
9836
9837 if( c->is_hallucination() ) {
9838 // Don't fling hallucinations
9839 return;
9840 }
9841
9842 bool thru = true;
9843 const bool is_u = ( c == &u );
9844 // Don't animate critters getting bashed if animations are off
9845 const bool animate = is_u || get_option<bool>( "ANIMATIONS" );
9846
9847 player *p = dynamic_cast<player *>( c );
9848
9849 tileray tdir( dir );
9850 int range = flvel / 10;
9851 tripoint pt = c->pos();
9852 tripoint prev_point = pt;
9853 bool force_next = false;
9854 tripoint next_forced;
9855 while( range > 0 ) {
9856 c->underwater = false;
9857 // TODO: Check whenever it is actually in the viewport
9858 // or maybe even just redraw the changed tiles
9859 bool seen = is_u || u.sees( *c ); // To avoid redrawing when not seen
9860 if( force_next ) {
9861 pt = next_forced;
9862 force_next = false;
9863 } else {
9864 tdir.advance();
9865 pt.x = c->posx() + tdir.dx();
9866 pt.y = c->posy() + tdir.dy();
9867 }
9868 float force = 0;
9869
9870 if( m.obstructed_by_vehicle_rotation( prev_point, pt ) ) {
9871 //We process the intervening tile on this iteration and then the current tile on the next
9872 next_forced = pt;
9873 force_next = true;
9874 if( one_in( 2 ) ) {
9875 pt.x = prev_point.x;
9876 } else {
9877 pt.y = prev_point.y;
9878 }
9879 }
9880
9881
9882 if( monster *const mon_ptr = critter_at<monster>( pt ) ) {
9883 monster &critter = *mon_ptr;
9884 // Approximate critter's "stopping power" with its max hp
9885 force = std::min<float>( 1.5f * critter.type->hp, flvel );
9886 const int damage = rng( force, force * 2.0f ) / 6;
9887 c->impact( damage, pt );
9888 // Multiply zed damage by 6 because no body parts
9889 const int zed_damage = std::max( 0,
9890 ( damage - critter.get_armor_bash( bodypart_id( "torso" ) ) ) * 6 );
9891 // TODO: Pass the "flinger" here - it's not the flung critter that deals damage
9892 critter.apply_damage( c, bodypart_id( "torso" ), zed_damage );
9893 critter.check_dead_state();
9894 if( !critter.is_dead() ) {
9895 thru = false;
9896 }
9897 } else if( m.impassable( pt ) ) {
9898 if( !m.veh_at( pt ).obstacle_at_part() ) {
9899 force = std::min<float>( m.bash_strength( pt ), flvel );
9900 } else {
9901 // No good way of limiting force here
9902 // Keep it 1 less than maximum to make the impact hurt
9903 // but to keep the target flying after it
9904 force = flvel - 1;
9905 }
9906 const int damage = rng( force, force * 2.0f ) / 9;
9907 c->impact( damage, pt );
9908 if( m.is_bashable( pt ) ) {
9909 // Only go through if we successfully make the tile passable
9910 m.bash( pt, flvel );
9911 thru = m.passable( pt );
9912 } else {
9913 thru = false;
9914 }
9915 }
9916
9917 // If the critter dies during flinging, moving it around causes debugmsgs
9918 if( c->is_dead_state() ) {
9919 return;
9920 }
9921
9922 flvel -= force;
9923 if( thru ) {
9924 if( p != nullptr ) {
9925 if( p->in_vehicle ) {
9926 m.unboard_vehicle( p->pos() );
9927 }
9928 // If we're flinging the player around, make sure the map stays centered on them.
9929 if( is_u && !suppress_map_update ) {
9930 update_map( pt.x, pt.y );
9931 } else {
9932 p->setpos( pt );
9933 }
9934 } else if( !critter_at( pt ) ) {
9935 // Dying monster doesn't always leave an empty tile (blob spawning etc.)
9936 // Just don't setpos if it happens - next iteration will do so
9937 // or the monster will stop a tile before the unpassable one
9938 c->setpos( pt );
9939 }
9940 } else {
9941 // Don't zero flvel - count this as slamming both the obstacle and the ground
9942 // although at lower velocity
9943 break;
9944 }
9945 //Vehicle wall tiles don't count for range
9946 if( !force_next ) {
9947 range--;
9948 }
9949 prev_point = pt;
9950 if( animate && ( seen || u.sees( *c ) ) ) {
9954 }
9955 }
9956
9957 // Fall down to the ground - always on the last reached tile
9958 if( !m.has_flag( "SWIMMABLE", c->pos() ) ) {
9959 const trap_id trap_under_creature = m.tr_at( c->pos() ).loadid;
9960 // Didn't smash into a wall or a floor so only take the fall damage
9961 if( thru && trap_under_creature == tr_ledge ) {
9962 m.creature_on_trap( *c, false );
9963 } else {
9964 // Fall on ground
9965 int force = rng( flvel, flvel * 2 ) / 9;
9966 if( controlled ) {
9967 force = std::max( force / 2 - 5, 0 );
9968 }
9969 if( force > 0 ) {
9970 int dmg = c->impact( force, c->pos() );
9971 // TODO: Make landing damage the floor
9972 m.bash( c->pos(), dmg / 4, false, false, false );
9973 }
9974 // Always apply traps to creature i.e. bear traps, tele traps etc.
9975 m.creature_on_trap( *c, false );
9976 }
9977 } else {
9978 c->underwater = true;
9979 if( is_u ) {
9980 if( controlled ) {
9981 add_msg( _( "You dive into water." ) );
9982 } else {
9983 add_msg( m_warning, _( "You fall into water." ) );
9984 }
9985 }
9986 }
9987}
void setpos(const tripoint &p) override
Definition: character.h:797
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1839
point update_map(player &p)
Definition: game.cpp:10712
int bash_strength(const tripoint &p, bool allow_floor=false) const
Returns max_str of the furniture or terrain at p.
Definition: map.cpp:2446
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6474
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3508
void unboard_vehicle(const vpart_reference &, Character *passenger, bool dead_passenger=false)
Definition: map.cpp:1078
bool is_bashable(const tripoint &p, bool allow_floor=false) const
Returns true if there is a bashable vehicle part or the furn/terrain is bashable at p.
Definition: map.cpp:2411
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8437
bool passable(const tripoint &p) const
Definition: map.cpp:1797
int get_armor_bash(bodypart_id bp) const override
Definition: monster.cpp:1859
bool is_dead() const
Definition: monster.cpp:2757
void apply_damage(Creature *source, bodypart_id bp, int dam, bool bypass_med=false) override
Definition: monster.cpp:1640
cata::optional< vpart_reference > obstacle_at_part() const
Definition: vehicle.cpp:2493
static const trap_str_id tr_ledge("tr_ledge")
void redraw_invalidated()
Definition: ui_manager.cpp:290
int hp
Definition: mtype.h:267
trap_id loadid
Definition: trap.h:88
int y
Definition: point.h:151
int x
Definition: point.h:150

References _, add_msg(), tileray::advance(), monster::apply_damage(), map::bash(), map::bash_strength(), c, Creature::check_dead_state(), map::creature_on_trap(), critter_at(), debugmsg, tileray::dx(), tileray::dy(), monster::get_armor_bash(), map::has_flag(), mtype::hp, map::impassable(), Character::in_vehicle, invalidate_main_ui_adaptor(), map::is_bashable(), monster::is_dead(), trap::loadid, m, m_warning, optional_vpart_position::obstacle_at_part(), map::obstructed_by_vehicle_rotation(), one_in(), map::passable(), Character::pos(), ui_manager::redraw_invalidated(), refresh_display(), rng(), Character::sees(), Character::setpos(), map::tr_at(), tr_ledge, monster::type, u, map::unboard_vehicle(), update_map(), map::veh_at(), tripoint::x, and tripoint::y.

Referenced by moving_vehicle_dismount().

◆ forced_door_closing()

bool game::forced_door_closing ( const tripoint p,
const ter_id door_type,
int  bash_dmg 
)

Definition at line 5095 of file game.cpp.

5096{
5097 // TODO: Z
5098 const int &x = p.x;
5099 const int &y = p.y;
5100 const std::string &door_name = door_type.obj().name();
5101 // sed when player/monsters are knocked back and when moving items out of the way
5102 point kb( x, y );
5103 const auto valid_location = [&]( const tripoint & p ) {
5104 return g->is_empty( p );
5105 };
5107 valid_location ) ) {
5108 kb.x = -pos->x + x + x;
5109 kb.y = -pos->y + y + y;
5110 }
5111 const tripoint kbp( kb, p.z );
5112 if( kbp == p ) {
5113 // can't pushback any creatures anywhere, that means the door can't close.
5114 return false;
5115 }
5116 const bool can_see = u.sees( tripoint( x, y, p.z ) );
5117 player *npc_or_player = critter_at<player>( tripoint( x, y, p.z ), false );
5118 if( npc_or_player != nullptr ) {
5119 if( bash_dmg <= 0 ) {
5120 return false;
5121 }
5122 if( npc_or_player->is_npc() && can_see ) {
5123 add_msg( _( "The %1$s hits the %2$s." ), door_name, npc_or_player->name );
5124 } else if( npc_or_player->is_player() ) {
5125 add_msg( m_bad, _( "The %s hits you." ), door_name );
5126 }
5127 if( npc_or_player->activity ) {
5128 npc_or_player->cancel_activity();
5129 }
5130 // TODO: make the npc angry?
5131 npc_or_player->hitall( bash_dmg, 0, nullptr );
5132 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1 );
5133 // TODO: perhaps damage/destroy the gate
5134 // if the npc was really big?
5135 }
5136 if( monster *const mon_ptr = critter_at<monster>( p ) ) {
5137 monster &critter = *mon_ptr;
5138 if( bash_dmg <= 0 ) {
5139 return false;
5140 }
5141 if( can_see ) {
5142 add_msg( _( "The %1$s hits the %2$s." ), door_name, critter.name() );
5143 }
5144 if( critter.type->size <= MS_SMALL ) {
5145 critter.die_in_explosion( nullptr );
5146 } else {
5147 critter.apply_damage( nullptr, bodypart_id( "torso" ), bash_dmg );
5148 critter.check_dead_state();
5149 }
5150 if( !critter.is_dead() && critter.type->size >= MS_HUGE ) {
5151 // big critters simply prevent the gate from closing
5152 // TODO: perhaps damage/destroy the gate
5153 // if the critter was really big?
5154 return false;
5155 }
5156 if( !critter.is_dead() ) {
5157 // Still alive? Move the critter away so the door can close
5158 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1 );
5159 if( critter_at( p ) ) {
5160 return false;
5161 }
5162 }
5163 }
5164 if( const optional_vpart_position vp = m.veh_at( p ) ) {
5165 if( bash_dmg <= 0 ) {
5166 return false;
5167 }
5168 vp->vehicle().damage( vp->part_index(), bash_dmg );
5169 if( m.veh_at( p ) ) {
5170 // Check again in case all parts at the door tile
5171 // have been destroyed, if there is still a vehicle
5172 // there, the door can not be closed
5173 return false;
5174 }
5175 }
5176 if( bash_dmg < 0 && !m.i_at( point( x, y ) ).empty() ) {
5177 return false;
5178 }
5179 if( bash_dmg == 0 ) {
5180 for( auto &elem : m.i_at( point( x, y ) ) ) {
5181 if( elem.made_of( LIQUID ) ) {
5182 // Liquids are OK, will be destroyed later
5183 continue;
5184 } else if( elem.volume() < 250_ml ) {
5185 // Dito for small items, will be moved away
5186 continue;
5187 }
5188 // Everything else prevents the door from closing
5189 return false;
5190 }
5191 }
5192
5193 m.ter_set( point( x, y ), door_type );
5194 if( m.has_flag( "NOITEM", point( x, y ) ) ) {
5195 map_stack items = m.i_at( point( x, y ) );
5196 for( map_stack::iterator it = items.begin(); it != items.end(); ) {
5197 if( it->made_of( LIQUID ) ) {
5198 it = items.erase( it );
5199 continue;
5200 }
5201 if( it->made_of( material_id( "glass" ) ) && one_in( 2 ) ) {
5202 if( can_see ) {
5203 add_msg( m_warning, _( "A %s shatters!" ), it->tname() );
5204 } else {
5205 add_msg( m_warning, _( "Something shatters!" ) );
5206 }
5207 it = items.erase( it );
5208 continue;
5209 }
5210 m.add_item_or_charges( kbp, *it );
5211 it = items.erase( it );
5212 }
5213 }
5214 return true;
5215}
int hitall(int dam, int vary, Creature *source)
Harms all body parts for dam, with armor reduction.
Definition: character.cpp:8675
void knockback(const tripoint &s, const tripoint &t, int force, int stun, int dam_mult)
Definition: game.cpp:4374
iterator erase(const_iterator it) override
Definition: map.cpp:150
bool ter_set(const tripoint &p, const ter_id &new_terrain)
Definition: map.cpp:1636
void die_in_explosion(Creature *source)
Definition: monster.cpp:1654
bool is_npc() const override
Definition: player.h:122
bool is_player() const override
Definition: player.h:105
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ LIQUID
Definition: enums.h:175
cata::optional< tripoint > random_point(const map &m, const std::function< bool(const tripoint &)> &predicate)
Same as other random_point with a range enclosing all valid points of the map.
std::string name() const
Definition: mapdata.cpp:511
m_size size
Definition: mtype.h:259

References _, Character::activity, map::add_item_or_charges(), add_msg(), monster::apply_damage(), item_stack::begin(), Character::cancel_activity(), Creature::check_dead_state(), critter_at(), monster::die_in_explosion(), item_stack::end(), map_stack::erase(), g, map::has_flag(), Character::hitall(), map::i_at(), monster::is_dead(), player::is_npc(), player::is_player(), knockback(), LIQUID, m, m_bad, m_warning, MS_HUGE, MS_SMALL, Character::name, map_data_common_t::name(), monster::name(), int_id< T >::obj(), one_in(), map::points_in_radius(), random_point(), Character::sees(), mtype::size, map::ter_set(), monster::type, u, map::veh_at(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ gametype()

special_game_id game::gametype ( ) const

Definition at line 631 of file game.cpp.

632{
633 return gamemode ? gamemode->id() : SGAME_NULL;
634}
@ SGAME_NULL
Definition: enums.h:93

References gamemode, and SGAME_NULL.

◆ get_creature_if()

Creature * game::get_creature_if ( const std::function< bool(const Creature &)> &  pred)

Returns a creature matching a predicate.

Only living (not dead) creatures are checked. Returns nullptr if no creature matches the predicate. There is no guarantee which creature is returned when several creatures match.

Definition at line 12059 of file game.cpp.

12060{
12061 for( Creature &critter : all_creatures() ) {
12062 if( pred( critter ) ) {
12063 return &critter;
12064 }
12065 }
12066 return nullptr;
12067}

References all_creatures().

◆ get_creatures_if()

std::vector< Creature * > game::get_creatures_if ( const std::function< bool(const Creature &)> &  pred)

Returns all creatures matching a predicate.

Only living ( not dead ) creatures are checked ( and returned ). Returned pointers are never null.

Definition at line 11969 of file game.cpp.

11971{
11972 std::vector<Creature *> result;
11973 for( Creature &critter : all_creatures() ) {
11974 if( pred( critter ) ) {
11975 result.push_back( &critter );
11976 }
11977 }
11978 return result;
11979}

References all_creatures().

◆ get_cur_om()

overmap & game::get_cur_om ( ) const

The overmap which contains the center submap of the reality bubble.

Definition at line 11949 of file game.cpp.

11950{
11951 // The player is located in the middle submap of the map.
11953 const tripoint pos_om = sm_to_om_copy( sm );
11954 // TODO: fix point types
11955 return overmap_buffer.get( point_abs_om( pos_om.xy() ) );
11956}
tripoint get_abs_sub() const
return abs_sub
Definition: map.cpp:8241
overmap & get(const point_abs_om &)
Uses overmap coordinates, that means x and y are directly compared with the position of the overmap.
point sm_to_om_copy(const point &p)
coords::coord_point< point, coords::origin::abs, coords::om > point_abs_om
Definition: coordinates.h:483
static constexpr int HALF_MAPSIZE
constexpr scale sm
Definition: coordinates.h:31

References overmapbuffer::get(), map::get_abs_sub(), HALF_MAPSIZE, m, overmap_buffer, coords::sm, sm_to_om_copy(), and tripoint::xy().

Referenced by start_game().

◆ get_dangerous_tile()

std::vector< std::string > game::get_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8781 of file game.cpp.

8782{
8783 std::vector<std::string> harmful_stuff;
8784 const auto fields_here = m.field_at( u.pos() );
8785 for( const auto &e : m.field_at( dest_loc ) ) {
8786 // warn before moving into a dangerous field except when already standing within a similar field
8787 if( u.is_dangerous_field( e.second ) && fields_here.find_field( e.first ) == nullptr ) {
8788 harmful_stuff.push_back( e.second.name() );
8789 }
8790 }
8791
8792 if( !u.is_blind() ) {
8793 const trap &tr = m.tr_at( dest_loc );
8794 const bool boardable = static_cast<bool>( m.veh_at( dest_loc ).part_with_feature( "BOARDABLE",
8795 true ) );
8796 // HACK: Hack for now, later ledge should stop being a trap
8797 // Note: in non-z-level mode, ledges obey different rules and so should be handled as regular traps
8798 if( tr.loadid == tr_ledge && m.has_zlevels() ) {
8799 if( !boardable ) {
8800 harmful_stuff.emplace_back( tr.name() );
8801 }
8802 } else if( tr.can_see( dest_loc, u ) && !tr.is_benign() && !boardable ) {
8803 harmful_stuff.emplace_back( tr.name() );
8804 }
8805
8806 static const std::set< body_part > sharp_bps = {
8809 };
8810
8811 const auto sharp_bp_check = [this]( body_part bp ) {
8812 return u.immune_to( bp, { DT_CUT, 10 } );
8813 };
8814
8815 if( m.has_flag( "ROUGH", dest_loc ) && !m.has_flag( "ROUGH", u.pos() ) && !boardable &&
8816 ( u.get_armor_bash( bodypart_id( "foot_l" ) ) < 5 ||
8817 u.get_armor_bash( bodypart_id( "foot_r" ) ) < 5 ) ) {
8818 harmful_stuff.emplace_back( m.name( dest_loc ) );
8819 } else if( m.has_flag( "SHARP", dest_loc ) && !m.has_flag( "SHARP", u.pos() ) && !( u.in_vehicle ||
8820 m.veh_at( dest_loc ) ) &&
8821 u.dex_cur < 78 && !std::all_of( sharp_bps.begin(), sharp_bps.end(), sharp_bp_check ) ) {
8822 harmful_stuff.emplace_back( m.name( dest_loc ) );
8823 }
8824
8825 }
8826
8827 return harmful_stuff;
8828}
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
int dex_cur
Definition: character.h:248
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6971
bool is_dangerous_field(const field_entry &entry) const
Returns true if the given field entry is dangerous to us.
Definition: creature.cpp:196
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5279
bool has_zlevels() const
Definition: map.h:1681
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2481
bool immune_to(body_part bp, damage_unit dam) const
Check if a given body part is immune to a given damage type.
Definition: player.cpp:928
@ DT_CUT
Definition: damage.h:25
Definition: trap.h:86
std::string name() const
Definition: trap.cpp:177
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, trap::can_see(), Character::dex_cur, DT_CUT, map::field_at(), Character::get_armor_bash(), map::has_flag(), map::has_zlevels(), player::immune_to(), Character::in_vehicle, trap::is_benign(), Character::is_blind(), Creature::is_dangerous_field(), trap::loadid, m, trap::name(), map::name(), optional_vpart_position::part_with_feature(), Character::pos(), map::tr_at(), tr_ledge, u, and map::veh_at().

Referenced by is_dangerous_tile(), prompt_dangerous_tile(), and walk_move().

◆ get_fishable_locations()

std::unordered_set< tripoint > game::get_fishable_locations ( int  distance,
const tripoint fish_pos 
)

Get the contiguous fishable locations starting at fish_pos, out to the specificed distance.

Parameters
distanceDistance around the fish_pos to examine for contiguous fishable locations.
fish_posThe location being fished.
Returns
A set of locations representing the valid contiguous fishable locations.

Definition at line 3733 of file game.cpp.

3734{
3735 // We're going to get the contiguous fishable terrain starting at
3736 // the provided fishing location (e.g. where a line was cast or a fish
3737 // trap was set), and then check whether or not fishable monsters are
3738 // actually in those locations. This will help us ensure that we're
3739 // getting our fish from the location that we're ACTUALLY fishing,
3740 // rather than just somewhere in the vicinity.
3741
3742 std::unordered_set<tripoint> visited;
3743
3744 const tripoint fishing_boundary_min( fish_pos + point( -distance, -distance ) );
3745 const tripoint fishing_boundary_max( fish_pos + point( distance, distance ) );
3746
3747 const inclusive_cuboid<tripoint> fishing_boundaries(
3748 fishing_boundary_min, fishing_boundary_max );
3749
3750 const auto get_fishable_terrain = [&]( tripoint starting_point,
3751 std::unordered_set<tripoint> &fishable_terrain ) {
3752 std::queue<tripoint> to_check;
3753 to_check.push( starting_point );
3754 while( !to_check.empty() ) {
3755 const tripoint current_point = to_check.front();
3756 to_check.pop();
3757
3758 // We've been here before, so bail.
3759 if( visited.find( current_point ) != visited.end() ) {
3760 continue;
3761 }
3762
3763 // This point is out of bounds, so bail.
3764 if( !fishing_boundaries.contains( current_point ) ) {
3765 continue;
3766 }
3767
3768 // Mark this point as visited.
3769 visited.emplace( current_point );
3770
3771 if( m.has_flag( "FISHABLE", current_point ) ) {
3772 fishable_terrain.emplace( current_point );
3773 to_check.push( current_point + point_south );
3774 to_check.push( current_point + point_north );
3775 to_check.push( current_point + point_east );
3776 to_check.push( current_point + point_west );
3777 }
3778 }
3779 return;
3780 };
3781
3782 // Starting at the provided location, get our fishable terrain
3783 // and populate a set with those locations which we'll then use
3784 // to determine if any fishable monsters are in those locations.
3785 std::unordered_set<tripoint> fishable_points;
3786 get_fishable_terrain( fish_pos, fishable_points );
3787
3788 return fishable_points;
3789}
static constexpr point point_west
Definition: point.h:282
static constexpr point point_south
Definition: point.h:280
static constexpr point point_north
Definition: point.h:276
static constexpr point point_east
Definition: point.h:278

References inclusive_cuboid< Tripoint, >::contains(), map::has_flag(), m, point_east, point_north, point_south, and point_west.

◆ get_fishable_monsters()

std::vector< monster * > game::get_fishable_monsters ( std::unordered_set< tripoint > &  fishable_locations)

Get the fishable monsters within the provided fishable locations.

Parameters
fishable_locationsA set of locations which are valid fishable terrain. Any fishable monsters are filtered by this collection to determine those which can actually be caught.
Returns
Fishable monsters within the specified fishable terrain.

Definition at line 3791 of file game.cpp.

3793{
3794 std::vector<monster *> unique_fish;
3795 for( monster &critter : all_monsters() ) {
3796 // If it is fishable...
3797 if( critter.has_flag( MF_FISHABLE ) ) {
3798 const tripoint critter_pos = critter.pos();
3799 // ...and it is in a fishable location.
3800 if( fishable_locations.find( critter_pos ) != fishable_locations.end() ) {
3801 unique_fish.push_back( &critter );
3802 }
3803 }
3804 }
3805
3806 return unique_fish;
3807}
@ MF_FISHABLE
Definition: mtype.h:142

References all_monsters(), and MF_FISHABLE.

◆ get_follower_list()

std::set< character_id > game::get_follower_list ( )

Get set of followers.

Definition at line 2054 of file game.cpp.

2055{
2056 return follower_ids;
2057}

References follower_ids.

◆ get_kill_tracker()

const kill_tracker & game::get_kill_tracker ( ) const

Definition at line 970 of file game.cpp.

971{
972 return *kill_tracker_ptr;
973}

References kill_tracker_ptr.

Referenced by cleanup_at_end(), death_screen(), handle_action(), and win().

◆ get_levx()

int game::get_levx ( ) const

The top left corner of the reality bubble (in submaps coordinates).

This is the same as map::abs_sub of the m map.

Definition at line 11934 of file game.cpp.

11935{
11936 return m.get_abs_sub().x;
11937}

References map::get_abs_sub(), m, and tripoint::x.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levy()

int game::get_levy ( ) const

Definition at line 11939 of file game.cpp.

11940{
11941 return m.get_abs_sub().y;
11942}

References map::get_abs_sub(), m, and tripoint::y.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levz()

◆ get_moves_since_last_save()

int game::get_moves_since_last_save ( ) const

Definition at line 7174 of file game.cpp.

7175{
7176 return moves_since_last_save;
7177}

References moves_since_last_save.

◆ get_npcs_if()

std::vector< npc * > game::get_npcs_if ( const std::function< bool(const npc &)> &  pred)

Definition at line 11981 of file game.cpp.

11982{
11983 std::vector<npc *> result;
11984 for( npc &guy : all_npcs() ) {
11985 if( pred( guy ) ) {
11986 result.push_back( &guy );
11987 }
11988 }
11989 return result;
11990}

References all_npcs().

Referenced by allies(), chat(), and validate_npc_followers().

◆ get_player_base_save_path()

std::string game::get_player_base_save_path ( ) const

Base path for saving player data.

Just add a suffix (unique for the thing you want to save) and use the resulting path. Example: save_ui_data(get_player_base_save_path()+".ui")

Definition at line 12069 of file game.cpp.

12070{
12071 return get_world_base_save_path() + "/" + base64_encode( u.name );
12072}
std::string base64_encode(const std::string &str)
std::string get_world_base_save_path() const
Base path for saving world data.
Definition: game.cpp:12074

References base64_encode(), get_world_base_save_path(), Character::name, and u.

Referenced by save_player_data().

◆ get_player_input()

input_context game::get_player_input ( std::string &  action)
private

Definition at line 238 of file handle_action.cpp.

239{
240 input_context ctxt;
241 if( uquit == QUIT_WATCH ) {
242 ctxt = input_context( "DEFAULTMODE" );
243 ctxt.set_iso( true );
244 // The list of allowed actions in death-cam mode in game::handle_action
245 // *INDENT-OFF*
246 for( const action_id id : {
259 } ) {
260 ctxt.register_action( action_ident( id ) );
261 }
262 // *INDENT-ON*
263 ctxt.register_action( "QUIT", to_translation( "Accept your fate" ) );
264 } else {
266 }
267
269
270 user_turn current_turn;
271
272
273 // Checking early if we will need to handle animations
274 // If we do not need to handle animations that will not change as long as the user has not selected an action
275 // and we can handle it like we are not animating.
276 weather_printable wPrint;
277 bool animate_weather = false;
278 bool animate_sct = false;
279 bool do_animations = [&]() {
280 if( get_option<bool>( "ANIMATIONS" ) ) {
281 const bool weather_has_anim = init_weather_anim( get_weather().weather_id, wPrint );
282
283 animate_weather = weather_has_anim && get_option<bool>( "ANIMATION_RAIN" );
284 animate_sct = !SCT.vSCT.empty() && uquit != QUIT_WATCH && get_option<bool>( "ANIMATION_SCT" );
285
286#if defined(TILES)
287 // Always animate, minimap and terrain may have animations to run
288 return true;
289#else
290 // Otherwise we need to see if we actually should animate.
291 // Minimap and Terrain never animate in !TILES
292 return animate_weather || animate_sct || uquit == QUIT_WATCH;
293#endif
294 }
295 return false;
296 }
297 ();
298
299 if( do_animations ) {
300 ctxt.set_timeout( 125 );
301
303 make_shared_fast<game::draw_callback_t>( [&]() {
304 if( animate_weather ) {
305 draw_weather( wPrint );
306 }
307 if( animate_sct ) {
308 draw_sct();
309 }
310 } );
311 add_draw_callback( animation_cb );
312 invalidate_main_ui_adaptor(); // We want to redraw at least once.
313
314 do {
315 if( animate_weather ) {
317 generate_weather_anim_frame( get_weather().weather_id, wPrint );
318 }
319 // don't bother calculating SCT if we won't show it
320 if( animate_sct ) {
322
324
325 //Check for creatures on all drawing positions and offset if necessary
326 for( auto iter = SCT.vSCT.rbegin(); iter != SCT.vSCT.rend(); ++iter ) {
327 const direction oCurDir = iter->getDirecton();
328 const int width = utf8_width( iter->getText() );
329 for( int i = 0; i < width; ++i ) {
330 tripoint tmp( iter->getPosX() + i, iter->getPosY(), get_levz() );
331 const Creature *critter = critter_at( tmp, true );
332
333 if( critter != nullptr && u.sees( *critter ) ) {
334 i = -1;
335 int iPos = iter->getStep() + iter->getStepOffset();
336 for( auto iter2 = iter; iter2 != SCT.vSCT.rend(); ++iter2 ) {
337 if( iter2->getDirecton() == oCurDir &&
338 iter2->getStep() + iter2->getStepOffset() <= iPos ) {
339 if( iter2->getType() == "hp" ) {
340 iter2->advanceStepOffset();
341 }
342
343 iter2->advanceStepOffset();
344 iPos = iter2->getStep() + iter2->getStepOffset();
345 }
346 }
347 }
348 }
349 }
350
351 // Stop animation when done
352 animate_sct = !SCT.vSCT.empty();
353 }
354 // We don't cache these checks as their result may change after 1st redraw
356 // TODO: we redraw *everything* just to animate a couple blinking dots
357 // on the minimap or a few tiles.
358 // This is far from ideal, and can probably be done much cheaper
359 // (update only part of the screen? draw static parts into a texture?)
361 }
362
363 std::unique_ptr<static_popup> deathcam_msg_popup;
364 if( uquit == QUIT_WATCH ) {
365 deathcam_msg_popup = std::make_unique<static_popup>();
366 deathcam_msg_popup
367 ->wait_message( c_red, _( "Press %s to accept your fate…" ), ctxt.get_desc( "QUIT" ) )
368 .on_top( true );
369 }
370
372 } while( handle_mouseview( ctxt, action ) && uquit != QUIT_WATCH
373 && ( action != "TIMEOUT" || !current_turn.has_timeout_elapsed() ) );
374 ctxt.reset_timeout();
375 } else {
378 SCT.vSCT.clear();
379
380 ctxt.set_timeout( 125 );
381 while( handle_mouseview( ctxt, action ) ) {
382 if( action == "TIMEOUT" && current_turn.has_timeout_elapsed() ) {
383 break;
384 }
385 }
386 ctxt.reset_timeout();
387 }
388
389 return ctxt;
390}
std::string action_ident(action_id act)
Lookup a unique string identifier for a given action ID.
Definition: action.cpp:68
action_id
Enumerates all discrete actions that can be performed by player.
Definition: action.h:22
@ ACTION_CENTER
Center the viewport on character.
Definition: action.h:77
@ ACTION_SHIFT_SW
Move viewport south-west.
Definition: action.h:89
@ ACTION_SHIFT_NW
Move viewport north-west.
Definition: action.h:93
@ ACTION_KEYBINDINGS
Display keybindings list.
Definition: action.h:257
@ ACTION_SHIFT_E
Move viewport east.
Definition: action.h:83
@ ACTION_TOGGLE_MAP_MEMORY
Toggle memorized tiles being shown.
Definition: action.h:75
@ ACTION_SHIFT_S
Move viewport south.
Definition: action.h:87
@ ACTION_SHIFT_SE
Move viewport south-east.
Definition: action.h:85
@ ACTION_LOOK
Toggle look mode.
Definition: action.h:119
@ ACTION_SHIFT_NE
Move viewport north-east.
Definition: action.h:81
@ ACTION_SHIFT_W
Move viewport west.
Definition: action.h:91
@ ACTION_SHIFT_N
Move viewport north.
Definition: action.h:79
bool terrain_requires_animation()
Definition: animation.cpp:1136
bool minimap_requires_animation()
Definition: animation.cpp:1127
void draw_sct()
Definition: animation.cpp:797
void draw_weather(const weather_printable &wPrint)
Definition: animation.cpp:756
void add_draw_callback(shared_ptr_fast< draw_callback_t > cb)
Definition: game.cpp:3146
bool handle_mouseview(input_context &ctxt, std::string &action)
Definition: game.cpp:2085
void set_timeout(int val)
Sets input polling timeout as appropriate for the current interface system.
Definition: input.cpp:1458
std::string get_desc(const std::string &action_descriptor, unsigned int max_limit=0, const input_event_filter &evt_filter=allow_all_keys) const
Get a description text for the key/other input method associated with the given action.
Definition: input.cpp:756
void register_action(const std::string &action_descriptor)
Register an action with this input context.
Definition: input.cpp:676
void set_iso(bool mode=true)
Definition: input.cpp:1429
void reset_timeout()
Definition: input.cpp:1463
std::vector< cSCT > vSCT
Definition: output.h:947
void advanceAllSteps()
Definition: output.cpp:1924
bool has_timeout_elapsed()
input_context get_default_mode_input_context()
Definition: game.cpp:2185
static bool init_weather_anim(const weather_type_id &wtype, weather_printable &wPrint)
static void generate_weather_anim_frame(const weather_type_id &wtype, weather_printable &wPrint)
direction
Definition: line.h:39
scrollingcombattext SCT
Definition: output.cpp:65
Weather drawing tracking.
Definition: weather.h:59
translation to_translation(const std::string &raw)
Shorthands for translation::to_translation.

References _, action, ACTION_CENTER, action_ident(), ACTION_KEYBINDINGS, ACTION_LOOK, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_TOGGLE_MAP_MEMORY, add_draw_callback(), scrollingcombattext::advanceAllSteps(), c_red, critter_at(), draw_sct(), draw_weather(), generate_weather_anim_frame(), get_default_mode_input_context(), input_context::get_desc(), get_levz(), get_weather, handle_mouseview(), user_turn::has_timeout_elapsed(), init_weather_anim(), invalidate_main_ui_adaptor(), m, minimap_requires_animation(), Character::posz(), QUIT_WATCH, ui_manager::redraw_invalidated(), input_context::register_action(), input_context::reset_timeout(), SCT, Character::sees(), input_context::set_iso(), input_context::set_timeout(), terrain_requires_animation(), to_translation(), u, map::update_visibility_cache(), uquit, utf8_width(), and scrollingcombattext::vSCT.

Referenced by handle_action().

◆ get_seed()

unsigned int game::get_seed ( ) const

Definition at line 1866 of file game.cpp.

1867{
1868 return seed;
1869}

References seed.

◆ get_user_action_counter()

int game::get_user_action_counter ( ) const

Definition at line 7179 of file game.cpp.

7180{
7181 return user_action_counter;
7182}

References user_action_counter.

◆ get_veh_dir_indicator_location()

cata::optional< tripoint > game::get_veh_dir_indicator_location ( bool  next) const

Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn.

Based on the vehicle the player is driving, if any.

Parameters
nextIf true, bases it on the vehicle the vehicle will turn to next turn, instead of the one it is currently facing.

Definition at line 3401 of file game.cpp.

3402{
3403 if( !get_option<bool>( "VEHICLE_DIR_INDICATOR" ) ) {
3404 return cata::nullopt;
3405 }
3406 const optional_vpart_position vp = m.veh_at( u.pos() );
3407 if( !vp ) {
3408 return cata::nullopt;
3409 }
3410 vehicle *const veh = &vp->vehicle();
3411 rl_vec2d face = next ? veh->dir_vec() : veh->face_vec();
3412 float r = 10.0;
3413 return tripoint( static_cast<int>( r * face.x ), static_cast<int>( r * face.y ), u.pos().z );
3414}
rl_vec2d dir_vec() const

References vehicle::dir_vec(), vehicle::face_vec(), m, cata::nullopt, Character::pos(), u, map::veh_at(), rl_vec2d::x, rl_vec2d::y, and tripoint::z.

Referenced by draw_veh_dir_indicator().

◆ get_world_base_save_path()

std::string game::get_world_base_save_path ( ) const

Base path for saving world data.

This yields a path to a folder.

Definition at line 12074 of file game.cpp.

12075{
12076 if( world_generator->active_world == nullptr ) {
12077 return PATH_INFO::savedir();
12078 }
12079 return world_generator->active_world->folder_path();
12080}
std::string savedir()
Definition: path_info.cpp:250

References PATH_INFO::savedir(), and world_generator.

Referenced by get_player_base_save_path(), load(), load_master(), move_save_to_graveyard(), save(), save_artifacts(), and save_factions_missions_npcs().

◆ get_zoom()

int game::get_zoom ( ) const

Definition at line 7165 of file game.cpp.

7166{
7167#if defined(TILES)
7168 return tileset_zoom;
7169#else
7170 return DEFAULT_TILESET_ZOOM;
7171#endif
7172}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

Referenced by look_around().

◆ grabbed_furn_move()

bool game::grabbed_furn_move ( const tripoint dp)
private
Strength determines ability to drag furniture

Definition at line 9584 of file game.cpp.

9585{
9586 // Furniture: pull, push, or standing still and nudging object around.
9587 // Can push furniture out of reach.
9588 tripoint fpos = u.pos() + u.grab_point;
9589 // supposed position of grabbed furniture
9590 if( !m.has_furn( fpos ) ) {
9591 // Where did it go? We're grabbing thin air so reset.
9592 add_msg( m_info, _( "No furniture at grabbed point." ) );
9593 u.grab( OBJECT_NONE );
9594 return false;
9595 }
9596
9597 const bool pushing_furniture = dp == u.grab_point;
9598 const bool pulling_furniture = dp == -u.grab_point;
9599 const bool shifting_furniture = !pushing_furniture && !pulling_furniture;
9600
9601 tripoint fdest = fpos + dp; // intended destination of furniture.
9602 // Check floor: floorless tiles don't need to be flat and have no traps
9603 const bool has_floor = m.has_floor( fdest );
9604 // Unfortunately, game::is_empty fails for tiles we're standing on,
9605 // which will forbid pulling, so:
9606 const bool canmove = (
9607 m.passable( fdest ) &&
9608 critter_at<npc>( fdest ) == nullptr &&
9609 critter_at<monster>( fdest ) == nullptr &&
9610 ( !pulling_furniture || is_empty( u.pos() + dp ) ) &&
9611 ( !has_floor || m.has_flag( "FLAT", fdest ) ) &&
9612 !m.has_furn( fdest ) &&
9613 !m.veh_at( fdest ) &&
9614 ( !has_floor || m.tr_at( fdest ).is_null() )
9615 );
9616
9617 const furn_t furntype = m.furn( fpos ).obj();
9618 const int src_items = m.i_at( fpos ).size();
9619 const int dst_items = m.i_at( fdest ).size();
9620
9621 const bool only_liquid_items = std::all_of( m.i_at( fdest ).begin(), m.i_at( fdest ).end(),
9622 [&]( item & liquid_item ) {
9623 return liquid_item.made_of( LIQUID );
9624 } );
9625
9626 const bool dst_item_ok = !m.has_flag( "NOITEM", fdest ) &&
9627 !m.has_flag( "SWIMMABLE", fdest ) &&
9628 !m.has_flag( "DESTROY_ITEM", fdest );
9629
9630 const bool src_item_ok = m.furn( fpos ).obj().has_flag( "CONTAINER" ) ||
9631 m.furn( fpos ).obj().has_flag( "FIRE_CONTAINER" ) ||
9632 m.furn( fpos ).obj().has_flag( "SEALED" );
9633
9634 const int fire_intensity = m.get_field_intensity( fpos, fd_fire );
9635 time_duration fire_age = m.get_field_age( fpos, fd_fire );
9636
9637 int str_req = furntype.move_str_req;
9638 // Factor in weight of items contained in the furniture.
9639 units::mass furniture_contents_weight = 0_gram;
9640 for( auto &contained_item : m.i_at( fpos ) ) {
9641 furniture_contents_weight += contained_item.weight();
9642 }
9643 str_req += furniture_contents_weight / 4_kilogram;
9644 if( !canmove ) {
9645 // TODO: What is something?
9646 add_msg( _( "The %s collides with something." ), furntype.name() );
9647 u.moves -= 50;
9648 return true;
9649 ///\EFFECT_STR determines ability to drag furniture
9650 } else if( str_req > u.get_str() &&
9651 one_in( std::max( 20 - str_req - u.get_str(), 2 ) ) ) {
9652 add_msg( m_bad, _( "You strain yourself trying to move the heavy %s!" ),
9653 furntype.name() );
9654 u.moves -= 100;
9655 u.mod_pain( 1 ); // Hurt ourselves.
9656 return true; // furniture and or obstacle wins.
9657 } else if( !src_item_ok && !only_liquid_items && dst_items > 0 ) {
9658 add_msg( _( "There's stuff in the way." ) );
9659 u.moves -= 50;
9660 return true;
9661 }
9662
9663 u.moves -= str_req * 10;
9664 // Additional penalty if we can't comfortably move it.
9665 if( str_req > u.get_str() ) {
9666 int move_penalty = std::pow( str_req, 2.0 ) + 100.0;
9667 if( move_penalty <= 1000 ) {
9668 if( u.get_str() >= str_req - 3 ) {
9669 u.moves -= std::max( 3000, move_penalty * 10 );
9670 add_msg( m_bad, _( "The %s is really heavy!" ), furntype.name() );
9671 if( one_in( 3 ) ) {
9672 add_msg( m_bad, _( "You fail to move the %s." ), furntype.name() );
9673 return true;
9674 }
9675 } else {
9676 u.moves -= 100;
9677 add_msg( m_bad, _( "The %s is too heavy for you to budge." ), furntype.name() );
9678 return true;
9679 }
9680 }
9681 u.moves -= move_penalty;
9682 if( move_penalty > 500 ) {
9683 add_msg( _( "Moving the heavy %s is taking a lot of time!" ),
9684 furntype.name() );
9685 } else if( move_penalty > 200 ) {
9686 if( one_in( 3 ) ) { // Nag only occasionally.
9687 add_msg( _( "It takes some time to move the heavy %s." ),
9688 furntype.name() );
9689 }
9690 }
9691 }
9693 _( "a scraping noise." ), true, "misc", "scraping" );
9694
9696 ( tripoint_abs_ms( m.getabs( fpos ) ) );
9697
9698 // Actually move the furniture.
9699 m.furn_set( fdest, m.furn( fpos ), atd ? atd->clone() : nullptr );
9700 m.furn_set( fpos, f_null );
9701
9702 if( fire_intensity == 1 && !pulling_furniture ) {
9703 m.remove_field( fpos, fd_fire );
9704 m.set_field_intensity( fdest, fd_fire, fire_intensity );
9705 m.set_field_age( fdest, fd_fire, fire_age );
9706 }
9707
9708 // Is there is only liquids on the ground, remove them after moving furniture.
9709 if( dst_items > 0 && only_liquid_items ) {
9710 m.i_clear( fdest );
9711 }
9712
9713 if( src_items > 0 ) { // Move the stuff inside.
9714 if( dst_item_ok && src_item_ok ) {
9715 // Assume contents of both cells are legal, so we can just swap contents.
9716 std::list<item> temp;
9717 std::move( m.i_at( fpos ).begin(), m.i_at( fpos ).end(),
9718 std::back_inserter( temp ) );
9719 m.i_clear( fpos );
9720 for( auto item_iter = m.i_at( fdest ).begin();
9721 item_iter != m.i_at( fdest ).end(); ++item_iter ) {
9722 m.i_at( fpos ).insert( *item_iter );
9723 }
9724 m.i_clear( fdest );
9725 for( auto &cur_item : temp ) {
9726 m.i_at( fdest ).insert( cur_item );
9727 }
9728 } else {
9729 add_msg( _( "Stuff spills from the %s!" ), furntype.name() );
9730 }
9731 }
9732
9733 if( shifting_furniture ) {
9734 // We didn't move
9735 tripoint d_sum = u.grab_point + dp;
9736 if( std::abs( d_sum.x ) < 2 && std::abs( d_sum.y ) < 2 ) {
9737 u.grab_point = d_sum; // furniture moved relative to us
9738 } else { // we pushed furniture out of reach
9739 add_msg( _( "You let go of the %s." ), furntype.name() );
9740 u.grab( OBJECT_NONE );
9741 }
9742 return true; // We moved furniture but stayed still.
9743 }
9744
9745 if( pushing_furniture && m.impassable( fpos ) ) {
9746 // Not sure how that chair got into a wall, but don't let player follow.
9747 add_msg( _( "You let go of the %1$s as it slides past %2$s." ),
9748 furntype.name(), m.tername( fdest ) );
9749 u.grab( OBJECT_NONE );
9750 return true;
9751 }
9752
9753 return false;
9754}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4064
virtual active_tile_data * clone() const =0
void grab(object_type grab_type, const tripoint &grab_point=tripoint_zero)
Definition: avatar.cpp:648
bool is_empty(const tripoint &p)
Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.
Definition: game.cpp:4949
void insert(const item &newitem) override
Definition: map.cpp:155
void remove_field(const tripoint &p, const field_type_id &field_to_remove)
Remove field entry at xy, ignored if the field entry is not present.
Definition: map.cpp:5445
time_duration set_field_age(const tripoint &p, const field_type_id &type, const time_duration &age, bool isoffset=false)
Set age of field entry at point.
Definition: map.cpp:5319
time_duration get_field_age(const tripoint &p, const field_type_id &type) const
Get the age of a field entry (field_entry::age), if there is no field of that type,...
Definition: map.cpp:5353
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5359
int set_field_intensity(const tripoint &p, const field_type_id &type, int new_intensity, bool isoffset=false)
Set intensity of field entry at point, creating if not present, removing if intensity becomes 0.
Definition: map.cpp:5332
std::string tername(const tripoint &p) const
Definition: map.cpp:1706
void i_clear(const tripoint &p)
Definition: map.cpp:4109
void furn_set(const tripoint &p, const furn_id &new_furniture, cata::poly_serialized< active_tile_data > new_active=nullptr)
Sets the furniture at given position.
Definition: map.cpp:1357
bool has_floor(const tripoint &p) const
Definition: map.cpp:2004
tripoint grab_point
Definition: player.h:589
coords::coord_point< tripoint, coords::origin::abs, coords::ms > tripoint_abs_ms
Definition: coordinates.h:486
@ OBJECT_NONE
Definition: enums.h:187
field_type_id fd_fire
Definition: field_type.cpp:345
furn_id f_null
Definition: mapdata.cpp:1095
template active_tile_data * furn_at< active_tile_data >(const tripoint_abs_ms &)
bool move(avatar &you, map &m, const tripoint &d)
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
int move_str_req
Definition: mapdata.h:505
bool has_flag(const std::string &flag) const
Definition: mapdata.h:415

References _, add_msg(), item_stack::begin(), active_tile_data::clone(), item_stack::end(), f_null, fd_fire, map::furn(), active_tiles::furn_at< active_tile_data >(), map::furn_set(), map::get_field_age(), map::get_field_intensity(), Character::get_str(), map::getabs(), avatar::grab(), player::grab_point, map_data_common_t::has_flag(), map::has_flag(), map::has_floor(), map::has_furn(), map::i_at(), map::i_clear(), map::impassable(), map_stack::insert(), is_empty(), trap::is_null(), m, m_bad, m_info, player::mod_pain(), avatar_action::move(), furn_t::move_str_req, sounds::movement, Creature::moves, map_data_common_t::name(), int_id< T >::obj(), OBJECT_NONE, one_in(), map::passable(), Character::pos(), map::remove_field(), map::set_field_age(), map::set_field_intensity(), item_stack::size(), sounds::sound(), map::tername(), map::tr_at(), u, map::veh_at(), tripoint::x, and tripoint::y.

Referenced by grabbed_move().

◆ grabbed_move()

bool game::grabbed_move ( const tripoint dp)
private

Check for dangerous stuff at dest_loc, return false if the player decides not to step there.

Definition at line 9756 of file game.cpp.

9757{
9758 if( u.get_grab_type() == OBJECT_NONE ) {
9759 return false;
9760 }
9761
9762 if( dp.z != 0 ) {
9763 // No dragging stuff up/down stairs yet!
9764 return false;
9765 }
9766
9767 // vehicle: pulling, pushing, or moving around the grabbed object.
9768 if( u.get_grab_type() == OBJECT_VEHICLE ) {
9769 return grabbed_veh_move( dp );
9770 }
9771
9772 if( u.get_grab_type() == OBJECT_FURNITURE ) {
9773 return grabbed_furn_move( dp );
9774 }
9775
9776 add_msg( m_info, _( "Nothing at grabbed point %d,%d,%d or bad grabbed object type." ),
9778 u.grab( OBJECT_NONE );
9779 return false;
9780}
object_type get_grab_type() const
Definition: avatar.cpp:656
bool grabbed_furn_move(const tripoint &dp)
Definition: game.cpp:9584
bool grabbed_veh_move(const tripoint &dp)
Definition: grab.cpp:21
@ OBJECT_FURNITURE
Definition: enums.h:197
@ OBJECT_VEHICLE
Definition: enums.h:193

References _, add_msg(), avatar::get_grab_type(), avatar::grab(), player::grab_point, grabbed_furn_move(), grabbed_veh_move(), m_info, OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, u, tripoint::x, tripoint::y, and tripoint::z.

Referenced by walk_move().

◆ grabbed_veh_move()

bool game::grabbed_veh_move ( const tripoint dp)
private
Strength determines ability to drag vehicles Strength increases speed of dragging vehicles

Definition at line 21 of file grab.cpp.

22{
23 const optional_vpart_position grabbed_vehicle_vp = m.veh_at( u.pos() + u.grab_point );
24 if( !grabbed_vehicle_vp ) {
25 add_msg( m_info, _( "No vehicle at grabbed point." ) );
27 return false;
28 }
29 vehicle *grabbed_vehicle = &grabbed_vehicle_vp->vehicle();
30 if( !grabbed_vehicle ||
31 !grabbed_vehicle->handle_potential_theft( dynamic_cast<player &>( g->u ) ) ) {
32 return false;
33 }
34 const int grabbed_part = grabbed_vehicle_vp->part_index();
35 for( int part_index = 0; part_index < grabbed_vehicle->part_count(); ++part_index ) {
36 monster *mon = grabbed_vehicle->get_pet( part_index );
37 if( mon != nullptr && mon->has_effect( effect_harnessed ) ) {
38 add_msg( m_info, _( "You cannot move this vehicle whilst your %s is harnessed!" ),
39 mon->get_name() );
41 return false;
42 }
43 }
44 const vehicle *veh_under_player = veh_pointer_or_null( m.veh_at( u.pos() ) );
45 if( grabbed_vehicle == veh_under_player ) {
46 u.grab_point = -dp;
47 return false;
48 }
49
50 tripoint dp_veh = -u.grab_point;
51 const tripoint prev_grab = u.grab_point;
52 tripoint next_grab = u.grab_point;
53
54 bool zigzag = false;
55
56 if( dp == prev_grab ) {
57 // We are pushing in the direction of vehicle
58 dp_veh = dp;
59 } else if( std::abs( dp.x + dp_veh.x ) != 2 && std::abs( dp.y + dp_veh.y ) != 2 ) {
60 // Not actually moving the vehicle, don't do the checks
61 u.grab_point = -( dp + dp_veh );
62 return false;
63 } else if( ( dp.x == prev_grab.x || dp.y == prev_grab.y ) &&
64 next_grab.x != 0 && next_grab.y != 0 ) {
65 // Zig-zag (or semi-zig-zag) pull: player is diagonal to vehicle
66 // and moves away from it, but not directly away
67 dp_veh.x = dp.x == -dp_veh.x ? 0 : dp_veh.x;
68 dp_veh.y = dp.y == -dp_veh.y ? 0 : dp_veh.y;
69
70 next_grab = -dp_veh;
71 zigzag = true;
72 } else {
73 // We are pulling the vehicle
74 next_grab = -dp;
75 }
76
77 // Make sure the mass and pivot point are correct
78 grabbed_vehicle->invalidate_mass();
79
80 //vehicle movement: strength check
81 int mc = 0;
82 int str_req = grabbed_vehicle->total_mass() / 25_kilogram; //strength required to move vehicle.
83
84 //if vehicle is rollable we modify str_req based on a function of movecost per wheel.
85
86 // Vehicle just too big to grab & move; 41-45 lets folks have a bit of a window
87 // (Roughly 1.1K kg = danger zone; cube vans are about the max)
88 if( str_req > 45 ) {
89 add_msg( m_info, _( "The %s is too bulky for you to move by hand." ),
90 grabbed_vehicle->name );
91 return true; // No shoving around an RV.
92 }
93
94 const auto &wheel_indices = grabbed_vehicle->wheelcache;
95 if( grabbed_vehicle->valid_wheel_config() ) {
96 //determine movecost for terrain touching wheels
97 const tripoint vehpos = grabbed_vehicle->global_pos3();
98 for( int p : wheel_indices ) {
99 const tripoint wheel_pos = vehpos + grabbed_vehicle->part( p ).precalc[0];
100 const int mapcost = m.move_cost( wheel_pos, grabbed_vehicle );
101 mc += str_req / wheel_indices.size() * mapcost;
102 }
103 //set strength check threshold
104 //if vehicle has many or only one wheel (shopping cart), it is as if it had four.
105 if( wheel_indices.size() > 4 || wheel_indices.size() == 1 ) {
106 str_req = mc / 4 + 1;
107 } else {
108 str_req = mc / wheel_indices.size() + 1;
109 }
110 } else {
111 str_req++;
112 //if vehicle has no wheels str_req make a noise.
113 if( str_req <= u.get_str() ) {
114 sounds::sound( grabbed_vehicle->global_pos3(), str_req * 2, sounds::sound_t::movement,
115 _( "a scraping noise." ), true, "misc", "scraping" );
116 }
117 }
118
119 //final strength check and outcomes
120 ///\EFFECT_STR determines ability to drag vehicles
121 if( str_req <= u.get_str() ) {
122 //calculate exertion factor and movement penalty
123 ///\EFFECT_STR increases speed of dragging vehicles
124 u.moves -= 100 * str_req / std::max( 1, u.get_str() );
125 const int ex = dice( 1, 3 ) - 1 + str_req;
126 if( ex > u.get_str() + 1 ) {
127 // Pain and movement penalty if exertion exceeds character strength
128 add_msg( m_bad, _( "You strain yourself to move the %s!" ), grabbed_vehicle->name );
129 u.moves -= 200;
130 u.mod_pain( 1 );
131 } else if( ex >= u.get_str() ) {
132 // Movement is slow if exertion nearly equals character strength
133 add_msg( _( "It takes some time to move the %s." ), grabbed_vehicle->name );
134 u.moves -= 200;
135 }
136 } else {
137 u.moves -= 100;
138 add_msg( m_bad, _( "You lack the strength to move the %s" ), grabbed_vehicle->name );
139 return true;
140 }
141
142 std::string blocker_name = _( "errors in movement code" );
143 const auto get_move_dir = [&]( const tripoint & dir, const tripoint & from ) {
144 tileray mdir;
145
146 mdir.init( dir.xy() );
147 grabbed_vehicle->turn( mdir.dir() - grabbed_vehicle->face.dir() );
148 grabbed_vehicle->face = grabbed_vehicle->turn_dir;
149 grabbed_vehicle->precalc_mounts( 1, mdir.dir(), grabbed_vehicle->pivot_point() );
150 grabbed_vehicle->adjust_zlevel( 1, dp );
151
152 // Grabbed part has to stay at distance 1 to the player
153 // and in roughly the same direction.
154 const tripoint new_part_pos = grabbed_vehicle->global_pos3() +
155 grabbed_vehicle->part( grabbed_part ).precalc[ 1 ];
156 const tripoint expected_pos = u.pos() + dp + from;
157 const tripoint actual_dir = expected_pos - new_part_pos;
158
159 // Set player location to illegal value so it can't collide with vehicle.
160 const tripoint player_prev = u.pos();
162 std::vector<veh_collision> colls;
163 const bool failed = grabbed_vehicle->collision( colls, actual_dir, true );
164 u.setpos( player_prev );
165 if( !colls.empty() ) {
166 blocker_name = colls.front().target_name;
167 }
168 return failed ? tripoint_zero : actual_dir;
169 };
170
171 // First try the move as intended
172 // But if that fails and the move is a zig-zag, try to recover:
173 // Try to place the vehicle in the position player just left rather than "flattening" the zig-zag
174 tripoint final_dp_veh = get_move_dir( dp_veh, next_grab );
175 if( final_dp_veh == tripoint_zero && zigzag ) {
176 final_dp_veh = get_move_dir( -prev_grab, -dp );
177 next_grab = -dp;
178 }
179
180 if( final_dp_veh == tripoint_zero ) {
181 add_msg( _( "The %s collides with %s." ), grabbed_vehicle->name, blocker_name );
182 u.grab_point = prev_grab;
183 return true;
184 }
185
186 u.grab_point = next_grab;
187
188 m.displace_vehicle( *grabbed_vehicle, final_dp_veh );
189
190 if( grabbed_vehicle ) {
191 grabbed_vehicle->shift_zlevel();
192 grabbed_vehicle->check_falling_or_floating();
193 } else {
194 debugmsg( "Grabbed vehicle disappeared" );
195 return false;
196 }
197
198 for( int p : wheel_indices ) {
199 if( one_in( 2 ) ) {
200 tripoint wheel_p = grabbed_vehicle->global_part_pos3( grabbed_part );
201 grabbed_vehicle->handle_trap( wheel_p, p );
202 }
203 }
204
205 return false;
206
207}
bool displace_vehicle(vehicle &veh, const tripoint &dp)
Definition: map.cpp:1116
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1777
units::angle dir() const
Definition: tileray.cpp:74
void init(const point &ad)
Definition: tileray.cpp:27
void turn(units::angle deg)
const point & pivot_point() const
Definition: vehicle.cpp:5826
void adjust_zlevel(int idir=0, const tripoint &offset=tripoint_zero)
tripoint global_pos3() const
Definition: vehicle.cpp:3281
void precalc_mounts(int idir, units::angle dir, const point &pivot)
Definition: vehicle.cpp:3150
bool valid_wheel_config() const
Definition: vehicle.cpp:4459
units::mass total_mass() const
Definition: vehicle.cpp:3306
std::vector< int > wheelcache
Definition: vehicle.h:1818
void check_falling_or_floating()
tileray face
Definition: vehicle.h:1948
void invalidate_mass()
Mark mass caches and pivot cache as dirty.
Definition: vehicle.cpp:6968
int part_count() const
Definition: vehicle.cpp:7075
bool collision(std::vector< veh_collision > &colls, const tripoint &dp, bool just_detect, bool bash_floor=false)
monster * get_pet(int p) const
Definition: vehicle.cpp:3262
vehicle_part & part(int part_num)
Definition: vehicle.cpp:7080
void handle_trap(const tripoint &p, int part)
tripoint global_part_pos3(const int &index) const
Get the coordinates of the studied part of the vehicle.
Definition: vehicle.cpp:3286
void shift_zlevel()
units::angle turn_dir
Definition: vehicle.h:1927
static const efftype_id effect_harnessed("harnessed")
static constexpr tripoint tripoint_zero
Definition: point.h:273
int dice(int number, int sides)
Definition: rng.cpp:85
std::array< tripoint, 2 > precalc
mount translated to face.dir [0] and turn_dir [1]
Definition: vehicle.h:371

References _, add_msg(), vehicle::adjust_zlevel(), vehicle::check_falling_or_floating(), vehicle::collision(), debugmsg, dice(), tileray::dir(), map::displace_vehicle(), effect_harnessed, vehicle::face, failed, g, monster::get_name(), vehicle::get_pet(), Character::get_str(), vehicle::global_part_pos3(), vehicle::global_pos3(), avatar::grab(), player::grab_point, vehicle::handle_potential_theft(), vehicle::handle_trap(), Creature::has_effect(), tileray::init(), vehicle::invalidate_mass(), m, m_bad, m_info, player::mod_pain(), map::move_cost(), sounds::movement, Creature::moves, vehicle::name, OBJECT_NONE, one_in(), vehicle::part(), vehicle::part_count(), vehicle::pivot_point(), Character::pos(), vehicle_part::precalc, vehicle::precalc_mounts(), Character::setpos(), vehicle::shift_zlevel(), sounds::sound(), vehicle::total_mass(), tripoint_zero, vehicle::turn(), vehicle::turn_dir, u, vehicle::valid_wheel_config(), map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by grabbed_move().

◆ handle_action()

bool game::handle_action ( )
private

Definition at line 1514 of file handle_action.cpp.

1515{
1516 std::string action;
1517 input_context ctxt;
1519 user_turn current_turn;
1520 // Check if we have an auto-move destination
1521 if( u.has_destination() ) {
1523 if( act == ACTION_NULL ) {
1524 add_msg( m_info, _( "Auto-move canceled" ) );
1526 return false;
1527 }
1528 } else if( u.has_destination_activity() ) {
1529 // starts destination activity after the player successfully reached his destination
1531 return false;
1532 } else {
1533 // No auto-move, ask player for input
1534 ctxt = get_player_input( action );
1535 }
1536
1537 const optional_vpart_position vp = m.veh_at( u.pos() );
1538 bool veh_ctrl = !u.is_dead_state() &&
1539 ( ( vp && vp->vehicle().player_in_control( u ) ) || remoteveh() != nullptr );
1540
1541 // If performing an action with right mouse button, co-ordinates
1542 // of location clicked.
1543 cata::optional<tripoint> mouse_target;
1544
1545 if( uquit == QUIT_WATCH && action == "QUIT" ) {
1546 uquit = QUIT_DIED;
1547 return false;
1548 }
1549
1550 if( act == ACTION_NULL ) {
1552
1553 if( act == ACTION_KEYBINDINGS ) {
1554 // already handled by input context
1555 return false;
1556 }
1557
1558 if( act == ACTION_MAIN_MENU ) {
1559 if( uquit == QUIT_WATCH ) {
1560 return false;
1561 }
1562 // No auto-move actions have or can be set at this point.
1564 destination_preview.clear();
1566 if( act == ACTION_NULL ) {
1567 return false;
1568 }
1569 }
1570
1571 if( act == ACTION_ACTIONMENU ) {
1572 if( uquit == QUIT_WATCH ) {
1573 return false;
1574 }
1575 // No auto-move actions have or can be set at this point.
1577 destination_preview.clear();
1579 if( act == ACTION_NULL ) {
1580 return false;
1581 }
1582#if defined(__ANDROID__)
1583 if( get_option<bool>( "ANDROID_ACTIONMENU_AUTOADD" ) && ctxt.get_category() == "DEFAULTMODE" ) {
1584 add_best_key_for_action_to_quick_shortcuts( act, ctxt.get_category(), false );
1585 }
1586#endif
1587 }
1588
1589 if( act == ACTION_KEYBINDINGS ) {
1591 destination_preview.clear();
1592 act = ctxt.display_menu( true );
1593 if( act == ACTION_NULL ) {
1594 return false;
1595 }
1596 }
1597
1600 }
1601
1602 if( act == ACTION_SELECT || act == ACTION_SEC_SELECT ) {
1603 // Mouse button click
1604 if( veh_ctrl ) {
1605 // No mouse use in vehicle
1606 return false;
1607 }
1608
1609 if( u.is_dead_state() ) {
1610 // do not allow mouse actions while dead
1611 return false;
1612 }
1613
1614 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
1615 if( !mouse_pos ) {
1616 return false;
1617 } else if( !u.sees( *mouse_pos ) ) {
1618 // Not clicked in visible terrain
1619 return false;
1620 }
1621 mouse_target = mouse_pos;
1622
1623 if( act == ACTION_SELECT ) {
1624 // Note: The following has the potential side effect of
1625 // setting auto-move destination state in addition to setting
1626 // act.
1627 if( !try_get_left_click_action( act, *mouse_target ) ) {
1628 return false;
1629 }
1630 } else if( act == ACTION_SEC_SELECT ) {
1631 if( !try_get_right_click_action( act, *mouse_target ) ) {
1632 return false;
1633 }
1634 }
1635 } else if( act != ACTION_TIMEOUT ) {
1636 // act has not been set for an auto-move, so clearing possible
1637 // auto-move destinations. Since initializing an auto-move with
1638 // the mouse may span across multiple actions, we do not clear the
1639 // auto-move destination if the action is only a timeout, as this
1640 // would require the user to double click quicker than the
1641 // timeout delay.
1643 destination_preview.clear();
1644 }
1645 }
1646
1647 if( act == ACTION_NULL ) {
1648 const input_event &&evt = ctxt.get_raw_input();
1649 if( !evt.sequence.empty() ) {
1650 const int ch = evt.get_first_input();
1651 const std::string &&name = inp_mngr.get_keyname( ch, evt.type, true );
1652 if( !get_option<bool>( "NO_UNKNOWN_COMMAND_MSG" ) ) {
1653 add_msg( m_info, _( "Unknown command: \"%s\" (%ld)" ), name, ch );
1654 if( const cata::optional<std::string> hint =
1656 add_msg( m_info, _( "%s at any time to see and edit keybindings relevant to "
1657 "the current context." ),
1658 *hint );
1659 }
1660 }
1661 }
1662 return false;
1663 }
1664
1665 // This has no action unless we're in a special game mode.
1666 gamemode->pre_action( act );
1667
1668 int soffset = get_option<int>( "MOVE_VIEW_OFFSET" );
1669
1670 int before_action_moves = u.moves;
1671
1672 // These actions are allowed while deathcam is active. Registered in game::get_player_input
1673 if( uquit == QUIT_WATCH || !u.is_dead_state() ) {
1674 switch( act ) {
1677 break;
1678
1679 case ACTION_CENTER:
1682 break;
1683
1684 case ACTION_SHIFT_N:
1685 case ACTION_SHIFT_NE:
1686 case ACTION_SHIFT_E:
1687 case ACTION_SHIFT_SE:
1688 case ACTION_SHIFT_S:
1689 case ACTION_SHIFT_SW:
1690 case ACTION_SHIFT_W:
1691 case ACTION_SHIFT_NW: {
1692 static const std::map<action_id, std::pair<point, point>> shift_delta = {
1701 };
1703 shift_delta.at( act ).second * soffset : shift_delta.at( act ).first * soffset;
1704 }
1705 break;
1706
1707 case ACTION_LOOK:
1708 look_around();
1709 break;
1710
1711 case ACTION_KEYBINDINGS:
1712 // already handled by input context
1713 break;
1714
1715 default:
1716 break;
1717 }
1718 }
1719
1720 // actions allowed only while alive
1721 if( !u.is_dead_state() ) {
1722 switch( act ) {
1723 case ACTION_NULL:
1724 case NUM_ACTIONS:
1725 break; // dummy entries
1726 case ACTION_ACTIONMENU:
1727 case ACTION_MAIN_MENU:
1728 case ACTION_KEYBINDINGS:
1729 break; // handled above
1730
1731 case ACTION_TIMEOUT:
1732 if( check_safe_mode_allowed( false ) ) {
1733 u.pause();
1734 }
1735 break;
1736
1737 case ACTION_PAUSE:
1738 if( check_safe_mode_allowed() ) {
1739 u.pause();
1740 }
1741 break;
1742
1743 case ACTION_CYCLE_MOVE:
1745 break;
1746
1747 case ACTION_RESET_MOVE:
1749 break;
1750
1751 case ACTION_TOGGLE_RUN:
1753 break;
1754
1757 break;
1758
1761 break;
1762
1763 case ACTION_MOVE_FORTH:
1765 case ACTION_MOVE_RIGHT:
1767 case ACTION_MOVE_BACK:
1769 case ACTION_MOVE_LEFT:
1771 if( !u.get_value( "remote_controlling" ).empty() &&
1775 } else if( veh_ctrl ) {
1776 // vehicle control uses x for steering and y for ac/deceleration,
1777 // so no rotation needed
1779 } else {
1781 if( auto_travel_mode && !u.is_auto_moving() ) {
1782 for( int i = 0; i < SEEX; i++ ) {
1783 tripoint auto_travel_destination( u.posx() + dest_delta.x * ( SEEX - i ),
1784 u.posy() + dest_delta.y * ( SEEX - i ),
1785 u.posz() );
1787 auto_travel_destination,
1789 u.get_path_avoid() );
1790 if( !destination_preview.empty() ) {
1793 break;
1794 }
1795 }
1798 if( dest_next == point_zero ) {
1800 }
1801 dest_delta = dest_next;
1802 }
1803 if( !avatar_action::move( u, m, dest_delta ) ) {
1804 // auto-move should be canceled due to a failed move or obstacle
1806 }
1807 }
1808 break;
1809 case ACTION_MOVE_DOWN:
1810 if( u.is_mounted() ) {
1811 auto mon = u.mounted_creature.get();
1812 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1813 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1814 break;
1815 }
1816 }
1817 if( !u.in_vehicle ) {
1818 vertical_move( -1, false );
1819 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1821 }
1822 break;
1823
1824 case ACTION_MOVE_UP:
1825 if( u.is_mounted() ) {
1826 auto mon = u.mounted_creature.get();
1827 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1828 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1829 break;
1830 }
1831 }
1832 if( !u.in_vehicle ) {
1833 vertical_move( 1, false );
1834 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1836 } else if( veh_ctrl && vp->vehicle().has_part( "ROTOR" ) &&
1837 !vp->vehicle().has_sufficient_rotorlift() ) {
1838 add_msg( m_bad, _( "The rotors struggle to generate enough lift!" ) );
1839 }
1840 break;
1841
1842 case ACTION_OPEN:
1844 add_msg( m_info, _( "You can't open things while you're in your shell." ) );
1845 } else if( u.is_mounted() ) {
1846 add_msg( m_info, _( "You can't open things while you're riding." ) );
1847 } else {
1848 open();
1849 }
1850 break;
1851
1852 case ACTION_CLOSE:
1854 add_msg( m_info, _( "You can't close things while you're in your shell." ) );
1855 } else if( u.is_mounted() ) {
1856 auto mon = u.mounted_creature.get();
1857 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1858 add_msg( m_info, _( "You can't close things while you're riding." ) );
1859 }
1860 } else if( mouse_target ) {
1861 doors::close_door( m, u, *mouse_target );
1862 } else {
1863 close();
1864 }
1865 break;
1866
1867 case ACTION_SMASH:
1868 if( veh_ctrl ) {
1869 handbrake();
1870 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
1871 add_msg( m_info, _( "You can't smash things while you're in your shell." ) );
1872 } else {
1873 smash();
1874 }
1875 break;
1876
1877 case ACTION_EXAMINE:
1879 add_msg( m_info, _( "You can't examine your surroundings while you're in your shell." ) );
1880 } else if( mouse_target ) {
1881 examine( *mouse_target );
1882 } else {
1883 examine();
1884 }
1885 break;
1886
1887 case ACTION_ADVANCEDINV:
1889 add_msg( m_info, _( "You can't move mass quantities while you're in your shell." ) );
1890 } else if( u.is_mounted() ) {
1891 add_msg( m_info, _( "You can't move mass quantities while you're riding." ) );
1892 } else {
1894 }
1895 break;
1896
1897 case ACTION_PICKUP:
1899 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1900 } else if( u.is_mounted() ) {
1901 add_msg( m_info, _( "You can't pick anything up while you're riding." ) );
1902 } else if( mouse_target ) {
1903 pickup( *mouse_target );
1904 } else {
1905 pickup();
1906 }
1907 break;
1908
1909 case ACTION_PICKUP_FEET:
1911 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1912 } else {
1913 pickup_feet();
1914 }
1915 break;
1916
1917 case ACTION_GRAB:
1919 add_msg( m_info, _( "You can't grab things while you're in your shell." ) );
1920 } else if( u.is_mounted() ) {
1921 add_msg( m_info, _( "You can't grab things while you're riding." ) );
1922 } else {
1923 grab();
1924 }
1925 break;
1926
1927 case ACTION_HAUL:
1929 add_msg( m_info, _( "You can't haul things while you're in your shell." ) );
1930 } else if( u.is_mounted() ) {
1931 add_msg( m_info, _( "You can't haul things while you're riding." ) );
1932 } else {
1933 haul();
1934 }
1935 break;
1936
1937 case ACTION_BUTCHER:
1939 add_msg( m_info, _( "You can't butcher while you're in your shell." ) );
1940 } else if( u.is_mounted() ) {
1941 add_msg( m_info, _( "You can't butcher while you're riding." ) );
1942 } else {
1943 butcher();
1944 }
1945 break;
1946
1947 case ACTION_CHAT:
1948 chat();
1949 break;
1950
1951 case ACTION_PEEK:
1953 add_msg( m_info, _( "You can't peek around corners while you're in your shell." ) );
1954 } else if( u.is_mounted() ) {
1955 add_msg( m_info, _( "You can't peek around corners while you're riding." ) );
1956 } else {
1957 peek();
1958 }
1959 break;
1960
1961 case ACTION_LIST_ITEMS:
1963 break;
1964
1965 case ACTION_ZONES:
1966 zones_manager();
1967 break;
1968
1969 case ACTION_LOOT:
1970 loot();
1971 break;
1972
1973 case ACTION_INVENTORY:
1975 break;
1976
1977 case ACTION_COMPARE:
1979 break;
1980
1981 case ACTION_ORGANIZE:
1983 break;
1984
1985 case ACTION_USE:
1986 // Shell-users are presumed to be able to mess with their inventories, etc
1987 // while in the shell. Eating, gear-changing, and item use are OK.
1989 break;
1990
1991 case ACTION_USE_WIELDED:
1992 u.use_wielded();
1993 break;
1994
1995 case ACTION_WEAR:
1996 wear();
1997 break;
1998
1999 case ACTION_TAKE_OFF:
2000 takeoff();
2001 break;
2002
2003 case ACTION_EAT:
2004 if( !avatar_action::eat_here( u ) ) {
2006 }
2007 break;
2008
2010 if( !avatar_action::eat_here( u ) ) {
2012 }
2013 break;
2014
2015 case ACTION_READ:
2016 // Shell-users are presumed to have the book just at an opening and read it that way
2017 read();
2018 break;
2019
2020 case ACTION_WIELD:
2022 break;
2023
2024 case ACTION_PICK_STYLE:
2025 u.martial_arts_data->pick_style( u );
2026 break;
2027
2028 case ACTION_RELOAD_ITEM:
2030 break;
2031
2034 break;
2035
2038 break;
2039
2040 case ACTION_UNLOAD:
2042 break;
2043
2044 case ACTION_MEND:
2046 break;
2047
2048 case ACTION_THROW: {
2049 item_location loc;
2050 avatar_action::plthrow( g->u, loc );
2051 break;
2052 }
2053
2054 case ACTION_FIRE:
2055 fire();
2056 break;
2057
2058 case ACTION_CAST_SPELL:
2059 cast_spell();
2060 break;
2061
2062 case ACTION_FIRE_BURST: {
2063 if( u.weapon.gun_set_mode( gun_mode_id( "AUTO" ) ) ) {
2065 }
2066 break;
2067 }
2068
2070 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2071 if( u.weapon.gun_all_modes().size() > 1 ) {
2073 } else {
2074 add_msg( m_info, _( "Your %s has only one firing mode." ), u.weapon.display_name() );
2075 }
2076 }
2077 break;
2078
2080 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2082 }
2083 break;
2084
2085 case ACTION_DROP:
2086 // You CAN drop things to your own tile while in the shell.
2087 drop();
2088 break;
2089
2090 case ACTION_DIR_DROP:
2092 add_msg( m_info, _( "You can't drop things to another tile while you're in your shell." ) );
2093 } else {
2095 }
2096 break;
2097 case ACTION_BIONICS:
2098 u.power_bionics();
2099 break;
2100 case ACTION_MUTATIONS:
2102 break;
2103
2104 case ACTION_SORT_ARMOR:
2105 u.sort_armor();
2106 break;
2107
2108 case ACTION_WAIT:
2109 wait();
2110 break;
2111
2112 case ACTION_CRAFT:
2114 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2115 } else if( u.is_mounted() ) {
2116 add_msg( m_info, _( "You can't craft while you're riding." ) );
2117 } else {
2118 u.craft();
2119 }
2120 break;
2121
2122 case ACTION_RECRAFT:
2124 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2125 } else if( u.is_mounted() ) {
2126 add_msg( m_info, _( "You can't craft while you're riding." ) );
2127 } else {
2128 u.recraft();
2129 }
2130 break;
2131
2132 case ACTION_LONGCRAFT:
2134 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2135 } else if( u.is_mounted() ) {
2136 add_msg( m_info, _( "You can't craft while you're riding." ) );
2137 } else {
2138 u.long_craft();
2139 }
2140 break;
2141
2142 case ACTION_DISASSEMBLE:
2143 if( u.controlling_vehicle ) {
2144 add_msg( m_info, _( "You can't disassemble items while driving." ) );
2145 } else if( u.is_mounted() ) {
2146 add_msg( m_info, _( "You can't disassemble items while you're riding." ) );
2147 } else {
2149 }
2150 break;
2151
2152 case ACTION_CONSTRUCT:
2153 if( u.in_vehicle ) {
2154 add_msg( m_info, _( "You can't construct while in a vehicle." ) );
2155 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
2156 add_msg( m_info, _( "You can't construct while you're in your shell." ) );
2157 } else if( u.is_mounted() ) {
2158 add_msg( m_info, _( "You can't construct while you're riding." ) );
2159 } else {
2160 construction_menu( false );
2161 }
2162 break;
2163
2164 case ACTION_SLEEP:
2165 if( veh_ctrl ) {
2166 add_msg( m_info, _( "Vehicle control has moved, %s" ),
2167 press_x( ACTION_CONTROL_VEHICLE, _( "new binding is " ),
2168 _( "new default binding is '^'." ) ) );
2169 } else {
2170 sleep();
2171 }
2172 break;
2173
2176 add_msg( m_info, _( "You can't operate a vehicle while you're in your shell." ) );
2177 } else if( u.is_mounted() ) {
2178 u.dismount();
2179 } else {
2181 }
2182 break;
2183
2186 add_msg( m_info, auto_travel_mode ? _( "Auto travel mode ON!" ) : _( "Auto travel mode OFF!" ) );
2187 break;
2188
2190 if( safe_mode == SAFE_MODE_OFF ) {
2192 mostseen = 0;
2193 add_msg( m_info, _( "Safe mode ON!" ) );
2194 } else {
2197 add_msg( m_info, get_option<bool>( "AUTOSAFEMODE" )
2198 ? _( "Safe mode OFF! (Auto safe mode still enabled!)" ) : _( "Safe mode OFF!" ) );
2199 }
2203 }
2204 break;
2205
2207 auto &autosafemode_option = get_options().get_option( "AUTOSAFEMODE" );
2208 add_msg( m_info, autosafemode_option.value_as<bool>()
2209 ? _( "Auto safe mode OFF!" ) : _( "Auto safe mode ON!" ) );
2210 autosafemode_option.setNext();
2211 break;
2212 }
2213
2215 if( safe_mode == SAFE_MODE_STOP ) {
2216 add_msg( m_info, _( "Ignoring enemy!" ) );
2217 for( auto &elem : u.get_mon_visible().new_seen_mon ) {
2218 monster &critter = *elem;
2219 critter.ignoring = rl_dist( u.pos(), critter.pos() );
2220 }
2222 } else if( u.has_effect( effect_laserlocked ) ) {
2223 if( u.has_trait( trait_PROF_CHURL ) ) {
2224 add_msg( m_warning, _( "You make the sign of the cross." ) );
2225 } else {
2226 add_msg( m_info, _( "Ignoring laser targeting!" ) );
2227 }
2230 }
2231 break;
2232
2234 if( safe_mode == SAFE_MODE_STOP && !get_safemode().empty() ) {
2236 add_msg( m_info, _( "Creature whitelisted: %s" ), get_safemode().lastmon_whitelist );
2238 mostseen = 0;
2239 } else {
2240 get_safemode().show();
2241 }
2242 break;
2243
2244 case ACTION_SUICIDE:
2245 if( query_yn( _( "Commit suicide?" ) ) ) {
2246 if( query_yn( _( "REALLY commit suicide?" ) ) ) {
2247 u.moves = 0;
2248 u.place_corpse();
2250 }
2251 }
2252 break;
2253
2254 case ACTION_SAVE:
2255 if( query_yn( _( "Save and quit?" ) ) ) {
2256 if( save() ) {
2257 u.moves = 0;
2258 uquit = QUIT_SAVED;
2259 }
2260 }
2261 break;
2262
2263 case ACTION_QUICKSAVE:
2264 quicksave();
2265 return false;
2266
2267 case ACTION_QUICKLOAD:
2268 quickload();
2269 return false;
2270
2271 case ACTION_PL_INFO:
2273 break;
2274
2275 case ACTION_MAP:
2277 break;
2278
2279 case ACTION_SKY:
2280 if( m.is_outside( u.pos() ) ) {
2282 } else {
2283 add_msg( m_info, _( "You can't see the sky from here." ) );
2284 }
2285 break;
2286
2287 case ACTION_MISSIONS:
2288 list_missions();
2289 break;
2290
2291 case ACTION_SCORES:
2293 break;
2294
2295 case ACTION_FACTIONS:
2296 faction_manager_ptr->display();
2297 break;
2298
2299 case ACTION_MORALE:
2300 u.disp_morale();
2301 break;
2302
2303 case ACTION_MESSAGES:
2305 break;
2306
2307 case ACTION_HELP:
2309 break;
2310
2311 case ACTION_OPTIONS:
2312 get_options().show( true );
2313 break;
2314
2315 case ACTION_AUTOPICKUP:
2317 break;
2318
2319 case ACTION_AUTONOTES:
2321 break;
2322
2323 case ACTION_SAFEMODE:
2324 get_safemode().show();
2325 break;
2326
2327 case ACTION_COLOR:
2328 all_colors.show_gui();
2329 break;
2330
2331 case ACTION_WORLD_MODS:
2332 world_generator->show_active_world_mods( world_generator->active_world->active_mod_order );
2333 break;
2334
2335 case ACTION_DEBUG:
2337 break; //don't do anything when sharing and not debugger
2338 }
2340 break;
2341
2344 break;
2345
2348 break;
2349
2352 break;
2353
2356 break;
2357
2359 get_options().get_option( "AUTO_FEATURES" ).setNext();
2360 get_options().save();
2361 //~ Auto Features are now ON/OFF
2362 add_msg( _( "%s are now %s." ),
2363 get_options().get_option( "AUTO_FEATURES" ).getMenuText(),
2364 get_option<bool>( "AUTO_FEATURES" ) ? _( "ON" ) : _( "OFF" ) );
2365 break;
2366
2368 get_options().get_option( "AUTO_PULP_BUTCHER" ).setNext();
2369 get_options().save();
2370 //~ Auto Pulp/Pulp Adjacent/Butcher is now set to x
2371 add_msg( _( "%s is now set to %s." ),
2372 get_options().get_option( "AUTO_PULP_BUTCHER" ).getMenuText(),
2373 get_options().get_option( "AUTO_PULP_BUTCHER" ).getValueName() );
2374 break;
2375
2377 get_options().get_option( "AUTO_MINING" ).setNext();
2378 get_options().save();
2379 //~ Auto Mining is now ON/OFF
2380 add_msg( _( "%s is now %s." ),
2381 get_options().get_option( "AUTO_MINING" ).getMenuText(),
2382 get_option<bool>( "AUTO_MINING" ) ? _( "ON" ) : _( "OFF" ) );
2383 break;
2384
2386 if( g->u.get_value( "THIEF_MODE" ) == "THIEF_ASK" ) {
2387 u.set_value( "THIEF_MODE", "THIEF_HONEST" );
2388 u.set_value( "THIEF_MODE_KEEP", "YES" );
2389 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2390 add_msg( _( "You will not pick up other peoples belongings." ) );
2391 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_HONEST" ) {
2392 u.set_value( "THIEF_MODE", "THIEF_STEAL" );
2393 u.set_value( "THIEF_MODE_KEEP", "YES" );
2394 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2395 add_msg( _( "You will pick up also those things that belong to others!" ) );
2396 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_STEAL" ) {
2397 u.set_value( "THIEF_MODE", "THIEF_ASK" );
2398 u.set_value( "THIEF_MODE_KEEP", "NO" );
2399 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2400 add_msg( _( "You will be reminded not to steal." ) );
2401 } else {
2402 // ERROR
2403 add_msg( _( "THIEF_MODE CONTAINED BAD VALUE [ %s ]!" ), g->u.get_value( "THIEF_MODE" ) );
2404 }
2405 break;
2406
2408 get_options().get_option( "AUTO_FORAGING" ).setNext();
2409 get_options().save();
2410 //~ Auto Foraging is now set to x
2411 add_msg( _( "%s is now set to %s." ),
2412 get_options().get_option( "AUTO_FORAGING" ).getMenuText(),
2413 get_options().get_option( "AUTO_FORAGING" ).getValueName() );
2414 break;
2415
2417 get_options().get_option( "AUTO_PICKUP" ).setNext();
2418 get_options().save();
2419 //~ Auto pickup is now set to x
2420 add_msg( _( "%s is now set to %s." ),
2421 get_options().get_option( "AUTO_PICKUP" ).getMenuText(),
2422 get_options().get_option( "AUTO_PICKUP" ).getValueName() );
2423 break;
2424
2427 break; //don't do anything when sharing and not debugger
2428 }
2429 display_scent();
2430 break;
2431
2434 break; //don't do anything when sharing and not debugger
2435 }
2436 display_scent();
2437 break;
2438
2441 break; //don't do anything when sharing and not debugger
2442 }
2444 break;
2447 break; //don't do anything when sharing and not debugger
2448 }
2450 break;
2453 break; //don't do anything when sharing and not debugger
2454 }
2456 break;
2457
2460 break; //don't do anything when sharing and not debugger
2461 }
2463 break;
2464
2467 break; //don't do anything when sharing and not debugger
2468 }
2470 break;
2471
2474 break; //don't do anything when sharing and not debugger
2475 }
2477 break;
2478
2480 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
2481 break;
2482
2485 break;
2486
2489 break; //don't do anything when sharing and not debugger
2490 }
2492 if( debug_mode ) {
2493 add_msg( m_info, _( "Debug mode ON!" ) );
2494 } else {
2495 add_msg( m_info, _( "Debug mode OFF!" ) );
2496 }
2497 break;
2498
2499 case ACTION_ZOOM_IN:
2500 zoom_in();
2502 break;
2503
2504 case ACTION_ZOOM_OUT:
2505 zoom_out();
2507 break;
2508
2509 case ACTION_ITEMACTION:
2511 break;
2512
2513 case ACTION_AUTOATTACK:
2515 break;
2516
2517 default:
2518 break;
2519 }
2520 }
2521 if( act != ACTION_TIMEOUT ) {
2522 u.mod_moves( -current_turn.moves_elapsed() );
2523 }
2524 gamemode->post_action( act );
2525
2526 u.movecounter = ( !u.is_dead_state() ? ( before_action_moves - u.moves ) : 0 );
2527 dbg( DL::Info ) << string_format( "%s: [%d] %d - %d = %d", action_ident( act ),
2528 to_turn<int>( calendar::turn ), before_action_moves, u.movecounter, u.moves );
2529 return ( !u.is_dead_state() );
2530}
cata::optional< std::string > press_x_if_bound(action_id act)
Definition: action.cpp:469
bool can_action_change_worldstate(const action_id act)
Lookup whether an action can affect the state of the game world.
Definition: action.cpp:348
action_id look_up_action(const std::string &ident)
Lookup an action ID by its unique string identifier.
Definition: action.cpp:418
action_id handle_main_menu()
Show in-game main menu.
Definition: action.cpp:941
point get_delta_from_movement_action(const action_id act, const iso_rotate rot)
Definition: action.cpp:507
action_id handle_action_menu()
Show the action menu.
Definition: action.cpp:655
@ ACTION_SAFEMODE
Open safemode manager.
Definition: action.h:265
@ ACTION_PEEK
Peek through something (e.g.
Definition: action.h:121
@ ACTION_OPEN
Open an item (e.g.
Definition: action.h:99
@ ACTION_CRAFT
Open crafting menu.
Definition: action.h:199
@ ACTION_DROP
Open the drop-item menu.
Definition: action.h:181
@ ACTION_READ
Open the read menu.
Definition: action.h:153
@ ACTION_TOGGLE_AUTO_PICKUP
Turn auto pickup on/off.
Definition: action.h:309
@ ACTION_MOVE_BACK_LEFT
Move towards bottom-left of screen / decelerate and steer left.
Definition: action.h:51
@ ACTION_ZOOM_IN
Zoom view out.
Definition: action.h:287
@ ACTION_EAT
Open the default consume item menu.
Definition: action.h:149
@ ACTION_SMASH
Smash something.
Definition: action.h:103
@ ACTION_ADVANCEDINV
Open the advanced inventory screen.
Definition: action.h:135
@ ACTION_QUICKSAVE
Quicksave the game.
Definition: action.h:227
@ ACTION_HELP
Display help screen.
Definition: action.h:253
@ ACTION_MESSAGES
Display messages screen.
Definition: action.h:251
@ ACTION_ZONES
Open the zone manager.
Definition: action.h:125
@ ACTION_TOGGLE_PIXEL_MINIMAP
Turn pixel minimap on/off.
Definition: action.h:293
@ ACTION_USE
Open the use menu.
Definition: action.h:141
@ ACTION_QUICKLOAD
Quickload the game.
Definition: action.h:229
@ ACTION_LIST_ITEMS
List items and monsters in a given square.
Definition: action.h:123
@ ACTION_DEBUG
Open debug menu.
Definition: action.h:277
@ ACTION_OPTIONS
Display options window.
Definition: action.h:259
@ ACTION_MOVE_FORTH
Move towards top of screen / accelerate.
Definition: action.h:41
@ ACTION_PICK_STYLE
Open the martial-arts style menu.
Definition: action.h:157
@ ACTION_CONSTRUCT
Open construct menu.
Definition: action.h:205
@ ACTION_MOVE_FORTH_RIGHT
Move towards top-right of screen / accelerate and steer right.
Definition: action.h:43
@ ACTION_SORT_ARMOR
Open the armor sorting menu.
Definition: action.h:189
@ ACTION_OPEN_CONSUME
Open the custom consume item menu.
Definition: action.h:151
@ ACTION_MORALE
Display morale effects screen.
Definition: action.h:249
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
@ ACTION_RESET_MOVE
Reset movement mode to walk
Definition: action.h:63
@ ACTION_CHAT
Chat with something.
Definition: action.h:117
@ ACTION_RELOAD_WIELDED
Attempt to reload wielded object.
Definition: action.h:163
@ ACTION_MOVE_DOWN
Descend a staircase.
Definition: action.h:57
@ ACTION_MISSIONS
Display missions screen.
Definition: action.h:243
@ ACTION_AUTONOTES
Open autonotes manager.
Definition: action.h:263
@ ACTION_WIELD
Open the wield menu.
Definition: action.h:155
@ ACTION_THROW
Open the throw menu.
Definition: action.h:169
@ ACTION_TOGGLE_AUTO_MINING
Turn auto mining on/off.
Definition: action.h:305
@ ACTION_INVENTORY
Open the primary inventory screen.
Definition: action.h:133
@ ACTION_TOGGLE_AUTOSAFE
Turn automatic triggering of safemode on/off.
Definition: action.h:217
@ ACTION_OPEN_MOVEMENT
Open movement mode menu.
Definition: action.h:69
@ ACTION_COMPARE
Open the item compare screen.
Definition: action.h:137
@ ACTION_SCORES
Display scores screen.
Definition: action.h:245
@ ACTION_BUTCHER
Butcher or disassemble objects in current square.
Definition: action.h:115
@ ACTION_SEC_SELECT
Click on a point with secondary mouse button (usually right button)
Definition: action.h:31
@ ACTION_TOGGLE_CROUCH
Toggle crouch on/off.
Definition: action.h:67
@ ACTION_TOGGLE_HOUR_TIMER
Toggle timing of the game hours.
Definition: action.h:325
@ ACTION_SELECT
Click on a point with primary mouse button (usually left button)
Definition: action.h:29
@ ACTION_MAIN_MENU
Display main menu.
Definition: action.h:255
@ ACTION_DISPLAY_SUBMAP_GRID
Toggle submap grid overlay.
Definition: action.h:323
@ ACTION_WAIT
Open wait menu.
Definition: action.h:197
@ ACTION_ACTIONMENU
Open the action menu.
Definition: action.h:289
@ ACTION_DISASSEMBLE
Open disassemble menu.
Definition: action.h:207
@ ACTION_LOOT
Sort out the loot.
Definition: action.h:127
@ ACTION_TOGGLE_FULLSCREEN
Toggle full-screen mode.
Definition: action.h:275
@ ACTION_MAP
Display over-map.
Definition: action.h:239
@ ACTION_MEND
Open the mending menu (e.g.
Definition: action.h:167
@ ACTION_TOGGLE_THIEF_MODE
Toggle permanent attitude to stealing.
Definition: action.h:219
@ ACTION_USE_WIELDED
Use currently wielded item.
Definition: action.h:143
@ ACTION_PL_INFO
Display player status screen.
Definition: action.h:237
@ ACTION_DISPLAY_SCENT_TYPE
Toggle scent type map.
Definition: action.h:281
@ ACTION_TOGGLE_AUTO_FORAGING
Turn auto foraging on/off.
Definition: action.h:307
@ ACTION_FIRE_BURST
Burst-fire the current weapon.
Definition: action.h:173
@ ACTION_BIONICS
Open the bionics menu.
Definition: action.h:185
@ ACTION_CONTROL_VEHICLE
Open vehicle control menu.
Definition: action.h:211
@ ACTION_SAVE
Save the game and quit.
Definition: action.h:225
@ ACTION_MOVE_UP
Ascend a staircase.
Definition: action.h:59
@ ACTION_TOGGLE_PANEL_ADM
Turn admin panel on/off.
Definition: action.h:295
@ ACTION_TOGGLE_AUTO_PULP_BUTCHER
Change auto pulp/butcher mode.
Definition: action.h:303
@ ACTION_TOGGLE_AUTO_TRAVEL_MODE
Turn auto travel mode on/off.
Definition: action.h:213
@ ACTION_COLOR
Open color manager.
Definition: action.h:267
@ ACTION_TIMEOUT
Input timeout.
Definition: action.h:39
@ ACTION_TOGGLE_RUN
Toggle run on/off.
Definition: action.h:65
@ ACTION_FACTIONS
Display factions screen.
Definition: action.h:247
@ ACTION_GRAB
Grab or let go of an object.
Definition: action.h:111
@ ACTION_MOVE_BACK
Move towards bottom of screen / decelerate.
Definition: action.h:49
@ ACTION_CAST_SPELL
Cast a spell (only if any spells are known)
Definition: action.h:179
@ ACTION_DIR_DROP
Drop items in a given direction.
Definition: action.h:183
@ ACTION_AUTOATTACK
Auto select and attack hostile creature within range.
Definition: action.h:191
@ ACTION_CYCLE_MOVE
Cycle run/walk/crouch mode.
Definition: action.h:61
@ ACTION_SKY
Show sky state for trying to predict weather.
Definition: action.h:241
@ ACTION_FIRE
Fire the wielded weapon, or open fire menu if none.
Definition: action.h:171
@ ACTION_PAUSE
Pause an on-going activity.
Definition: action.h:37
@ ACTION_MOVE_BACK_RIGHT
Move towards bottom-right of screen / decelerate and steer right.
Definition: action.h:47
@ ACTION_MUTATIONS
Open the mutations menu.
Definition: action.h:187
@ ACTION_HAUL
Haul pile of items, or let go of them.
Definition: action.h:113
@ ACTION_MOVE_RIGHT
Move / steer right.
Definition: action.h:45
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
@ ACTION_ITEMACTION
Open the item uses menu.
Definition: action.h:291
@ ACTION_MOVE_LEFT
Move / steer left.
Definition: action.h:53
@ ACTION_SELECT_DEFAULT_AMMO
Change default ammo for current weapon.
Definition: action.h:177
@ ACTION_AUTOPICKUP
Open autopickup manager.
Definition: action.h:261
@ ACTION_SUICIDE
Commit suicide.
Definition: action.h:231
@ NUM_ACTIONS
Not an action, serves as count of enumerated actions.
Definition: action.h:327
@ ACTION_ZOOM_OUT
Zoom view in.
Definition: action.h:285
@ ACTION_SELECT_FIRE_MODE
Change fire mode of the current weapon.
Definition: action.h:175
@ ACTION_UNLOAD
Open the unload item (e.g.
Definition: action.h:165
@ ACTION_RECRAFT
Repeat last craft command.
Definition: action.h:201
@ ACTION_TAKE_OFF
Open the take-off clothing selection menu.
Definition: action.h:147
@ ACTION_PICKUP_FEET
Pick up items from current square.
Definition: action.h:109
@ ACTION_TOGGLE_AUTO_FEATURES
Turn auto features on/off.
Definition: action.h:301
@ ACTION_WORLD_MODS
Open active world mods.
Definition: action.h:269
@ ACTION_TOGGLE_DEBUG_MODE
Toggle debug mode.
Definition: action.h:283
@ ACTION_ORGANIZE
Swap inventory letters.
Definition: action.h:139
@ ACTION_MOVE_FORTH_LEFT
Move towards top-left of screen / accelerate and steer left.
Definition: action.h:55
@ ACTION_RELOAD_TILESET
Reload current tileset.
Definition: action.h:299
@ ACTION_CLOSE
Close an item (e.g.
Definition: action.h:101
@ ACTION_RELOAD_WEAPON
Attempt to reload wielded weapon, then fall back to the load item select menu.
Definition: action.h:161
@ ACTION_RELOAD_ITEM
Open the load item (e.g.
Definition: action.h:159
@ ACTION_PICKUP
Pick up items from current/adjacent squares.
Definition: action.h:107
@ ACTION_LONGCRAFT
Open batch crafting menu.
Definition: action.h:203
@ ACTION_WEAR
Open the wear clothing selection menu.
Definition: action.h:145
void create_advanced_inv()
auto_notes::auto_note_settings & get_auto_notes_settings()
Definition: auto_note.cpp:386
auto_pickup::player_settings & get_auto_pickup()
Definition: auto_pickup.cpp:38
bool tile_iso
Using isometric tileset.
bool debug_mode
Extended debugging mode, can be toggled during game.
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:367
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1525
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2561
void place_corpse()
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9946
bool has_destination_activity() const
bool is_auto_moving() const
void start_destination_activity()
action_id get_next_auto_move_direction()
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9960
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:145
void dismount()
Definition: character.cpp:1247
item weapon
Definition: character.h:1521
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1331
std::string get_value(const std::string &key) const
Definition: creature.cpp:1341
void mod_moves(int nmoves)
Definition: creature.cpp:1408
void cycle_move_mode()
Definition: avatar.cpp:1165
void toggle_map_memory()
Definition: avatar.cpp:119
void toggle_crouch_mode()
Definition: avatar.cpp:1149
void toggle_run_mode()
Definition: avatar.cpp:1140
void disp_morale()
Provides the window and detailed morale data.
Definition: avatar.cpp:980
void reset_move_mode()
Definition: avatar.cpp:1158
void item_action_menu()
void display_radiation()
Definition: game.cpp:11312
void list_missions()
Definition: mission_ui.cpp:22
input_context get_player_input(std::string &action)
bool try_get_left_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2378
void set_safe_mode(safe_mode_type mode)
Definition: game.cpp:8692
cata::optional< tripoint > look_around()
Definition: game.cpp:6648
void pickup_feet()
Definition: game.cpp:5705
void zones_manager()
Definition: game.cpp:6173
int turnssincelastmon
Definition: game.h:1042
void display_visibility()
Definition: game.cpp:11226
void display_scent()
Definition: game.cpp:11191
bool save()
Returns false if saving failed.
Definition: game.cpp:2871
void butcher()
Definition: game.cpp:8374
void display_temperature()
Definition: game.cpp:11212
bool auto_travel_mode
Definition: game.h:1039
void zoom_out()
Definition: game.cpp:7121
void toggle_pixel_minimap()
Definition: game.cpp:512
void toggle_debug_hour_timer()
Definition: game.cpp:11258
void display_transparency()
Definition: game.cpp:11319
void list_items_monsters()
Definition: game.cpp:7298
void chat()
Definition: npctalk.cpp:394
void quickload()
Definition: game.cpp:11354
void pickup()
Definition: game.cpp:5683
void vertical_move(int z, bool force, bool peeking=false)
Moves the player vertically.
Definition: game.cpp:10039
void open_consume_item_menu()
void display_lighting()
Definition: game.cpp:11286
void control_vehicle()
Definition: game.cpp:5253
void peek()
Definition: game.cpp:5712
void drop()
Definition: game.cpp:8112
bool try_get_right_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2406
bool check_safe_mode_allowed(bool repeat_safe_mode_warnings=true)
Check whether movement is allowed according to safe mode settings.
Definition: game.cpp:8630
void zoom_in()
Definition: game.cpp:7133
void toggle_fullscreen()
Definition: game.cpp:502
void display_vehicle_ai()
Definition: game.cpp:11219
void reload_tileset()
Definition: game.cpp:523
void mark_main_ui_adaptor_resize() const
Definition: game.cpp:3119
void drop_in_direction()
Definition: game.cpp:8117
void display_help()
Definition: help.cpp:140
cata::optional< tripoint > get_coordinates(const catacurses::window &capture_win_)
Get the coordinates associated with the last mouse click (if any).
Definition: input.cpp:1338
input_event get_raw_input()
Temporary method to retrieve the raw input received, so that input_contexts can be used in screens wh...
Definition: input.cpp:1299
action_id display_menu(bool permit_execute_action=false)
Displays the possible actions in the current context and their keybindings.
Definition: input.cpp:999
std::string get_keyname(int ch, input_event_t inp_type, bool portable=false) const
Get the key name associated with the given keyboard keycode.
Definition: input.cpp:415
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6361
void gun_cycle_mode()
Switch to the next available firing mode.
Definition: item.cpp:7752
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4700
bool is_gunmod() const
Definition: item.cpp:6391
std::map< gun_mode_id, gun_mode > gun_all_modes() const
Get all possible modes for this gun inclusive of any attached gunmods.
Definition: item.cpp:7671
bool gun_set_mode(const gun_mode_id &mode)
Try to set the mode for a gun, returning false if no such mode is possible.
Definition: item.cpp:7743
bool is_outside(const tripoint &p) const
Definition: map.cpp:2560
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
const tripoint & pos() const override
Definition: monster.cpp:255
short ignoring
Definition: monster.h:507
cOpt & get_option(const std::string &name)
Definition: options.cpp:3345
std::string show(bool ingame=false, bool world_options_only=false, const std::function< bool()> &on_quit=nullptr)
Definition: options.cpp:2728
void show_adm()
Definition: panels.cpp:2406
void pause()
Definition: player.cpp:609
void craft(const tripoint &loc=tripoint_zero)
Start various types of crafts.
Definition: crafting.cpp:340
void sort_armor()
Draws the UI and handles player input for the armor re-ordering window.
void power_mutations()
Definition: mutation_ui.cpp:89
void use_wielded()
Uses the current wielded weapon.
Definition: player.cpp:3058
int movecounter
Definition: player.h:601
void power_bionics()
Generates and handles the UI for player interaction with installed bionics.
Definition: bionics_ui.cpp:528
void recraft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:351
void long_craft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:360
void add_rule(const std::string &rule_in, Creature::Attitude attitude_in, int proximity_in, rule_state state_in)
void show()
Definition: safemode_ui.cpp:39
int moves_elapsed()
#define all_colors
Definition: color.h:15
construction_id construction_menu(const bool blueprint)
@ Info
Information (default: enabled).
@ RULE_WHITELISTED
Definition: enums.h:53
@ SAFE_MODE_OFF
Definition: game.h:77
@ QUIT_SAVED
Definition: game.h:70
static void open_movement_mode_menu()
static void smash()
static void open()
#define dbg(x)
static void takeoff()
static void read()
static void wait()
static const efftype_id effect_laserlocked("laserlocked")
static void rcdrive(const point &d)
static void wear()
static void close()
static const bionic_id bio_remote("bio_remote")
static void pldrive(const tripoint &p)
static void haul()
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_PROF_CHURL("PROF_CHURL")
static void cast_spell()
static void loot()
static void fire()
static void grab()
static void sleep()
static const itype_id itype_radiocontrol("radiocontrol")
help & get_help()
Definition: help.cpp:30
bool isDebugger()
Definition: mapsharing.cpp:65
bool isCompetitive()
Definition: mapsharing.cpp:35
void reload_wielded(bool prompt=false)
Reload wielded item.
void reload_item()
Prompt to reload some item.
void use_item(avatar &you, item_location &loc)
bool eat_here(avatar &you)
void wield()
Prompt to wield some item.
void autoattack(avatar &you, map &m)
void eat(avatar &you)
Eat food or fuel 'E' (or 'a')
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void plthrow(avatar &you, item_location loc, const cata::optional< tripoint > &blind_throw_from_pos=cata::nullopt)
void reload_weapon(bool try_everything=true)
Reload a wielded gun/tool.
void mend(avatar &you, item_location loc)
void unload(avatar &you)
Prompts to unload some item.
void disp_info(Character &ch)
Handles and displays detailed character info for the '@' screen.
void debug()
void close_door(map &m, Character &who, const tripoint &closep)
Handles deducting moves, printing messages (only non-NPCs cause messages), actually closing it,...
Definition: gates.cpp:256
void compare(player &p, const cata::optional< tripoint > &offset)
void common(avatar &you)
void swap_letters(player &p)
void prompt_select_default_ammo_for(avatar &u, const item &w)
Prompts to select default ammo compatible with provided gun.
Definition: ranged.cpp:3754
void display_visible_weather()
Display overmap like with display() and display the weather that is within line of sight.
void display()
Display overmap centered at the player's position.
options_manager & get_options()
Definition: options.cpp:142
T get_option(const std::string &name)
Definition: options.h:368
static constexpr point point_south_west
Definition: point.h:281
static constexpr point point_north_east
Definition: point.h:277
static constexpr point point_north_west
Definition: point.h:283
An instance of an input, like a keypress etc.
Definition: input.h:95
std::vector< int > sequence
Definition: input.h:101
int get_first_input() const
Definition: input.cpp:100
input_event_t type
Definition: input.h:96
void handbrake()

References _, Creature::A_ANY, achievements_tracker_ptr, act, action, ACTION_ACTIONMENU, ACTION_ADVANCEDINV, ACTION_AUTOATTACK, ACTION_AUTONOTES, ACTION_AUTOPICKUP, ACTION_BIONICS, ACTION_BUTCHER, ACTION_CAST_SPELL, ACTION_CENTER, ACTION_CHAT, ACTION_CLOSE, ACTION_COLOR, ACTION_COMPARE, ACTION_CONSTRUCT, ACTION_CONTROL_VEHICLE, ACTION_CRAFT, ACTION_CYCLE_MOVE, ACTION_DEBUG, ACTION_DIR_DROP, ACTION_DISASSEMBLE, ACTION_DISPLAY_LIGHTING, ACTION_DISPLAY_RADIATION, ACTION_DISPLAY_SCENT, ACTION_DISPLAY_SCENT_TYPE, ACTION_DISPLAY_SUBMAP_GRID, ACTION_DISPLAY_TEMPERATURE, ACTION_DISPLAY_TRANSPARENCY, ACTION_DISPLAY_VEHICLE_AI, ACTION_DISPLAY_VISIBILITY, ACTION_DROP, ACTION_EAT, ACTION_EXAMINE, ACTION_FACTIONS, ACTION_FIRE, ACTION_FIRE_BURST, ACTION_GRAB, ACTION_HAUL, ACTION_HELP, action_ident(), ACTION_IGNORE_ENEMY, ACTION_INVENTORY, ACTION_ITEMACTION, ACTION_KEYBINDINGS, ACTION_LIST_ITEMS, ACTION_LONGCRAFT, ACTION_LOOK, ACTION_LOOT, ACTION_MAIN_MENU, ACTION_MAP, ACTION_MEND, ACTION_MESSAGES, ACTION_MISSIONS, ACTION_MORALE, ACTION_MOVE_BACK, ACTION_MOVE_BACK_LEFT, ACTION_MOVE_BACK_RIGHT, ACTION_MOVE_DOWN, ACTION_MOVE_FORTH, ACTION_MOVE_FORTH_LEFT, ACTION_MOVE_FORTH_RIGHT, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_UP, ACTION_MUTATIONS, ACTION_NULL, ACTION_OPEN, ACTION_OPEN_CONSUME, ACTION_OPEN_MOVEMENT, ACTION_OPTIONS, ACTION_ORGANIZE, ACTION_PAUSE, ACTION_PEEK, ACTION_PICK_STYLE, ACTION_PICKUP, ACTION_PICKUP_FEET, ACTION_PL_INFO, ACTION_QUICKLOAD, ACTION_QUICKSAVE, ACTION_READ, ACTION_RECRAFT, ACTION_RELOAD_ITEM, ACTION_RELOAD_TILESET, ACTION_RELOAD_WEAPON, ACTION_RELOAD_WIELDED, ACTION_RESET_MOVE, ACTION_SAFEMODE, ACTION_SAVE, ACTION_SCORES, ACTION_SEC_SELECT, ACTION_SELECT, ACTION_SELECT_DEFAULT_AMMO, ACTION_SELECT_FIRE_MODE, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_SKY, ACTION_SLEEP, ACTION_SMASH, ACTION_SORT_ARMOR, ACTION_SUICIDE, ACTION_TAKE_OFF, ACTION_THROW, ACTION_TIMEOUT, ACTION_TOGGLE_AUTO_FEATURES, ACTION_TOGGLE_AUTO_FORAGING, ACTION_TOGGLE_AUTO_MINING, ACTION_TOGGLE_AUTO_PICKUP, ACTION_TOGGLE_AUTO_PULP_BUTCHER, ACTION_TOGGLE_AUTO_TRAVEL_MODE, ACTION_TOGGLE_AUTOSAFE, ACTION_TOGGLE_CROUCH, ACTION_TOGGLE_DEBUG_MODE, ACTION_TOGGLE_FULLSCREEN, ACTION_TOGGLE_HOUR_TIMER, ACTION_TOGGLE_MAP_MEMORY, ACTION_TOGGLE_PANEL_ADM, ACTION_TOGGLE_PIXEL_MINIMAP, ACTION_TOGGLE_RUN, ACTION_TOGGLE_SAFEMODE, ACTION_TOGGLE_THIEF_MODE, ACTION_UNLOAD, ACTION_USE, ACTION_USE_WIELDED, ACTION_WAIT, ACTION_WEAR, ACTION_WHITELIST_ENEMY, ACTION_WIELD, ACTION_WORLD_MODS, ACTION_ZONES, ACTION_ZOOM_IN, ACTION_ZOOM_OUT, add_msg(), safemode::add_rule(), all_colors, auto_travel_mode, avatar_action::autoattack(), bio_remote, butcher(), can_action_change_worldstate(), cast_spell(), chat(), check_safe_mode_allowed(), Character::clear_destination(), close(), doors::close_door(), game_menus::inv::common(), game_menus::inv::compare(), construction_menu(), control_vehicle(), Character::controlling_vehicle, player::craft(), create_advanced_inv(), avatar::cycle_move_mode(), dbg, debug_menu::debug(), debug_mode, destination_preview, crafting::disassemble(), Character::dismount(), character_display::disp_info(), avatar::disp_morale(), ui::omap::display(), help::display_help(), display_lighting(), input_context::display_menu(), Messages::display_messages(), item::display_name(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), display_visibility(), ui::omap::display_visible_weather(), driving_view_offset, drop(), drop_in_direction(), avatar_action::eat(), avatar_action::eat_here(), effect_laserlocked, examine(), faction_manager_ptr, fire(), avatar_action::fire_wielded_weapon(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), input_context::get_coordinates(), get_delta_from_movement_action(), input_event::get_first_input(), get_help(), input_manager::get_keyname(), get_kill_tracker(), panel_manager::get_manager(), avatar::get_mon_visible(), Character::get_next_auto_move_direction(), options_manager::get_option(), get_option(), get_options(), Character::get_path_avoid(), Character::get_pathfinding_settings(), get_player_input(), input_context::get_raw_input(), get_safemode(), Creature::get_value(), grab(), item::gun_all_modes(), item::gun_cycle_mode(), item::gun_set_mode(), handbrake(), handle_action_menu(), handle_main_menu(), Character::has_active_bionic(), Character::has_active_item(), Character::has_active_mutation(), Character::has_destination(), Character::has_destination_activity(), Creature::has_effect(), Character::has_trait(), haul(), monster::ignoring, Character::in_vehicle, Info, inp_mngr, Character::is_armed(), Character::is_auto_moving(), player::is_dead_state(), item::is_gun(), item::is_gunmod(), Character::is_mounted(), map::is_outside(), MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), item_action_menu(), itype_radiocontrol, list_items_monsters(), list_missions(), player::long_craft(), look_around(), look_up_action(), loot(), m, m_bad, m_info, m_warning, mark_main_ui_adaptor_resize(), Character::martial_arts_data, avatar_action::mend(), MF_RIDEABLE_MECH, Creature::mod_moves(), mostseen, Character::mounted_creature, avatar_action::move(), player::movecounter, Creature::moves, user_turn::moves_elapsed(), om_direction::name(), monster_visible_info::new_seen_mon, no, cata::nullopt, NUM_ACTIONS, open(), open_consume_item_menu(), open_movement_mode_menu(), player::pause(), peek(), pickup(), pickup_feet(), Character::place_corpse(), pldrive(), avatar_action::plthrow(), point_east, point_north, point_north_east, point_north_west, point_south, point_south_east, point_south_west, point_west, point_zero, Character::pos(), monster::pos(), Character::posx(), Character::posy(), Character::posz(), player::power_bionics(), player::power_mutations(), press_x(), press_x_if_bound(), ranged::prompt_select_default_ammo_for(), query_yn(), quickload(), quicksave(), QUIT_DIED, QUIT_SAVED, QUIT_SUICIDE, QUIT_WATCH, rcdrive(), read(), player::recraft(), avatar_action::reload_item(), reload_tileset(), avatar_action::reload_weapon(), avatar_action::reload_wielded(), remoteveh(), Creature::remove_effect(), avatar::reset_move_mode(), rl_dist(), map::route(), RULE_WHITELISTED, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, safe_mode_warning_logged, save(), options_manager::save(), Character::sees(), SEEX, input_event::sequence, Character::set_destination(), set_safe_mode(), Creature::set_value(), options_manager::cOpt::setNext(), auto_pickup::player_settings::show(), safemode::show(), options_manager::show(), panel_manager::show_adm(), auto_notes::auto_note_settings::show_gui(), show_scores_ui(), sleep(), smash(), player::sort_armor(), Character::start_destination_activity(), stats(), string_format(), game_menus::inv::swap_letters(), takeoff(), tile_iso, avatar::toggle_crouch_mode(), toggle_debug_hour_timer(), toggle_fullscreen(), avatar::toggle_map_memory(), toggle_pixel_minimap(), avatar::toggle_run_mode(), trait_PROF_CHURL, trait_SHELL2, tripoint_above, tripoint_below, try_get_left_click_action(), try_get_right_click_action(), calendar::turn, turnssincelastmon, input_event::type, u, avatar_action::unload(), uquit, avatar_action::use_item(), use_tiles, player::use_wielded(), user_action_counter, map::veh_at(), vertical_move(), player::view_offset, w_terrain, wait(), Character::weapon, wear(), avatar_action::wield(), world_generator, point::x, tripoint::x, point::y, tripoint::y, yes, zones_manager(), zoom_in(), and zoom_out().

Referenced by do_turn().

◆ handle_key_blocking_activity()

void game::handle_key_blocking_activity ( )
private

Definition at line 2059 of file game.cpp.

2060{
2062 const std::string action = ctxt.handle_input( 0 );
2063 bool refresh = true;
2064 if( action == "pause" ) {
2066 cancel_activity_query( _( "Confirm:" ) );
2067 }
2068 } else if( action == "player_data" ) {
2070 } else if( action == "messages" ) {
2072 } else if( action == "help" ) {
2074 } else if( action != "HELP_KEYBINDINGS" ) {
2075 refresh = false;
2076 }
2077 if( refresh ) {
2080 }
2081}
bool cancel_activity_query(const std::string &text)
Asks if the player wants to cancel their activity, and if so cancels it.
Definition: game.cpp:1843
const std::string & handle_input()
Handles input and returns the next action in the queue.
Definition: input.cpp:854
bool interruptable_with_kb
Controls whether this activity can be cancelled with 'pause' action.
void refresh()

References _, action, Character::activity, cancel_activity_query(), character_display::disp_info(), help::display_help(), Messages::display_messages(), get_default_mode_input_context(), get_help(), input_context::handle_input(), player_activity::interruptable_with_kb, ui_manager::redraw(), catacurses::refresh(), refresh_display(), and u.

Referenced by process_voluntary_act_interrupt().

◆ handle_mouseview()

bool game::handle_mouseview ( input_context ctxt,
std::string &  action 
)
private

Definition at line 2085 of file game.cpp.

2086{
2087 cata::optional<tripoint> liveview_pos;
2088
2089 do {
2090 action = ctxt.handle_input();
2091 if( action == "MOUSE_MOVE" ) {
2092 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
2093 if( mouse_pos && ( !liveview_pos || *mouse_pos != *liveview_pos ) ) {
2094 liveview_pos = mouse_pos;
2095 liveview.show( *liveview_pos );
2096 } else if( !mouse_pos ) {
2097 liveview_pos.reset();
2098 liveview.hide();
2099 }
2101 }
2102 } while( action == "MOUSE_MOVE" ); // Freeze animation when moving the mouse
2103
2104 if( action != "TIMEOUT" ) {
2105 // Keyboard event, break out of animation loop
2106 liveview.hide();
2107 return false;
2108 }
2109
2110 // Mouse movement or un-handled key
2111 return true;
2112}
void reset() noexcept
Definition: optional.h:155
void hide()
Definition: live_view.cpp:33
void show(const tripoint &p)
Definition: live_view.cpp:38

References action, input_context::get_coordinates(), input_context::handle_input(), live_view::hide(), liveview, ui_manager::redraw(), cata::optional< T >::reset(), live_view::show(), and w_terrain.

Referenced by get_player_input().

◆ has_gametype()

bool game::has_gametype ( ) const

Definition at line 626 of file game.cpp.

627{
628 return gamemode && gamemode->id() != SGAME_NULL;
629}

References gamemode, and SGAME_NULL.

◆ init_autosave()

void game::init_autosave ( )
private

Definition at line 11326 of file game.cpp.

11327{
11329 last_save_timestamp = time( nullptr );
11330}

References last_save_timestamp, and moves_since_last_save.

Referenced by load(), and start_game().

◆ inv_map_splice()

item_location game::inv_map_splice ( item_filter  filter,
const std::string &  title,
int  radius = 0,
const std::string &  none_message = "" 
)

Custom-filtered menu for inventory and nearby items and those that within specified radius.

Definition at line 397 of file game_inventory.cpp.

399{
401 title, radius, none_message );
402}
static item_location_filter convert_filter(const item_filter &filter)
static item_location inv_internal(player &u, const inventory_selector_preset &preset, const std::string &title, int radius, const std::string &none_message, const std::string &hint=std::string())
std::string title(holiday current_holiday)
Definition: path_info.cpp:330

References convert_filter(), inv_internal(), PATH_INFO::title(), and u.

◆ invalidate_main_ui_adaptor()

void game::invalidate_main_ui_adaptor ( ) const

◆ is_core_data_loaded()

bool game::is_core_data_loaded ( ) const

Returns whether the core data is currently loaded.

Definition at line 435 of file game.cpp.

436{
438}
bool is_data_finalized() const
Returns whether the data is finalized and ready to be utilized.
Definition: init.h:167

References DynamicDataLoader::get_instance(), and DynamicDataLoader::is_data_finalized().

◆ is_dangerous_tile()

bool game::is_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8759 of file game.cpp.

8760{
8761 return !( get_dangerous_tile( dest_loc ).empty() );
8762}
std::vector< std::string > get_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8781

References get_dangerous_tile().

Referenced by walk_move().

◆ is_empty()

bool game::is_empty ( const tripoint p)

Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.

Definition at line 4949 of file game.cpp.

4950{
4951 return ( m.passable( p ) || m.has_flag( "LIQUID", p ) ) &&
4952 critter_at( p ) == nullptr;
4953}

References critter_at(), map::has_flag(), m, and map::passable().

Referenced by grabbed_furn_move(), monmove(), place_player(), and update_stair_monsters().

◆ is_game_over()

bool game::is_game_over ( )
private

Definition at line 2451 of file game.cpp.

2452{
2453 if( uquit == QUIT_WATCH ) {
2454 // deny player movement and dodging
2455 u.moves = 0;
2456 // prevent pain from updating
2457 u.set_pain( 0 );
2458 // prevent dodging
2459 u.dodges_left = 0;
2460 return false;
2461 }
2462 if( uquit == QUIT_DIED ) {
2463 if( u.in_vehicle ) {
2464 m.unboard_vehicle( u.pos() );
2465 }
2466 u.place_corpse();
2467 return true;
2468 }
2469 if( uquit == QUIT_SUICIDE ) {
2470 if( u.in_vehicle ) {
2471 m.unboard_vehicle( u.pos() );
2472 }
2473 return true;
2474 }
2475 if( uquit != QUIT_NO ) {
2476 return true;
2477 }
2478 // is_dead_state() already checks hp_torso && hp_head, no need to for loop it
2479 if( u.is_dead_state() ) {
2481 if( get_option<std::string>( "DEATHCAM" ) == "always" ) {
2482 uquit = QUIT_WATCH;
2483 } else if( get_option<std::string>( "DEATHCAM" ) == "ask" ) {
2484 uquit = query_yn( _( "Watch the last moments of your life…?" ) ) ?
2486 } else if( get_option<std::string>( "DEATHCAM" ) == "never" ) {
2487 uquit = QUIT_DIED;
2488 } else {
2489 // Something funky happened here, just die.
2490 dbg( DL::Error ) << "no deathcam option given to options, defaulting to QUIT_DIED";
2491 uquit = QUIT_DIED;
2492 }
2493 return is_game_over();
2494 }
2495 return false;
2496}
int dodges_left
Definition: character.h:559
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: player.cpp:972
@ Error
Error (default: enabled).
#define dbg(x)
Definition: game.cpp:191
void deactivate()
Definition: messages.cpp:357

References _, dbg, Messages::deactivate(), Character::dodges_left, Error, Character::in_vehicle, player::is_dead_state(), is_game_over(), m, Creature::moves, Character::place_corpse(), Character::pos(), query_yn(), QUIT_DIED, QUIT_NO, QUIT_SUICIDE, QUIT_WATCH, player::set_pain(), u, map::unboard_vehicle(), and uquit.

Referenced by do_turn(), and is_game_over().

◆ is_hostile_nearby()

Creature * game::is_hostile_nearby ( )

Definition at line 3710 of file game.cpp.

3711{
3712 int distance = ( get_option<int>( "SAFEMODEPROXIMITY" ) <= 0 ) ? MAX_VIEW_DISTANCE :
3713 get_option<int>( "SAFEMODEPROXIMITY" );
3714 return is_hostile_within( distance );
3715}
Creature * is_hostile_within(int distance)
Definition: game.cpp:3722

References is_hostile_within(), and MAX_VIEW_DISTANCE.

◆ is_hostile_very_close()

Creature * game::is_hostile_very_close ( )

Definition at line 3717 of file game.cpp.

3718{
3720}
static constexpr int DANGEROUS_PROXIMITY
Definition: game.cpp:193

References DANGEROUS_PROXIMITY, and is_hostile_within().

Referenced by butcher(), and process_voluntary_act_interrupt().

◆ is_hostile_within()

Creature * game::is_hostile_within ( int  distance)
private

Definition at line 3722 of file game.cpp.

3723{
3724 for( auto &critter : u.get_visible_creatures( distance ) ) {
3725 if( u.attitude_to( *critter ) == Creature::A_HOSTILE ) {
3726 return critter;
3727 }
3728 }
3729
3730 return nullptr;
3731}
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
std::vector< Creature * > get_visible_creatures(int range) const
Returns all creatures that this player can see and that are in the given range.
@ A_HOSTILE
Definition: creature.h:169

References Creature::A_HOSTILE, Character::attitude_to(), Character::get_visible_creatures(), and u.

Referenced by is_hostile_nearby(), and is_hostile_very_close().

◆ is_in_sunlight()

bool game::is_in_sunlight ( const tripoint p)

Returns true if p is outdoors and it is sunny.

Definition at line 4955 of file game.cpp.

4956{
4957 return weather::is_in_sunlight( m, p, get_weather().weather_id );
4958}
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162

References get_weather, weather::is_in_sunlight(), and m.

Referenced by process_artifact().

◆ is_in_viewport()

bool game::is_in_viewport ( const tripoint p,
int  margin = 0 
) const

Definition at line 3356 of file game.cpp.

3357{
3358 const tripoint diff( u.pos() + u.view_offset - p );
3359
3360 return ( std::abs( diff.x ) <= getmaxx( w_terrain ) / 2 - margin ) &&
3361 ( std::abs( diff.y ) <= getmaxy( w_terrain ) / 2 - margin );
3362}

References catacurses::getmaxx(), catacurses::getmaxy(), Character::pos(), u, player::view_offset, w_terrain, tripoint::x, and tripoint::y.

◆ is_sheltered()

bool game::is_sheltered ( const tripoint p)

Returns true if p is indoors, underground, or in a car.

Definition at line 4960 of file game.cpp.

4961{
4962 return weather::is_sheltered( m, p );
4963}
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153

References weather::is_sheltered(), and m.

◆ is_zones_manager_open()

bool game::is_zones_manager_open ( ) const

Definition at line 6103 of file game.cpp.

6104{
6105 return zones_manager_open;
6106}
bool zones_manager_open
Is Zone manager open or not - changes graphics of some zone tiles.
Definition: game.h:1074

References zones_manager_open.

◆ item_action_menu()

void game::item_action_menu ( )
private

Definition at line 231 of file item_action.cpp.

232{
233 const auto &gen = item_action_generator::generator();
234 const action_map &item_actions = gen.get_item_action_map();
235
236 // HACK: A bit of a hack for now. If more pseudos get implemented, this should be un-hacked
237 std::vector<item *> pseudos;
238 item toolset( "toolset", calendar::turn );
239 if( u.has_active_bionic( bio_tools ) ) {
240 pseudos.push_back( &toolset );
241 }
242 item bio_claws_item( static_cast<std::string>( bio_claws_weapon ), calendar::turn );
243 if( u.has_active_bionic( bio_claws ) ) {
244 pseudos.push_back( &bio_claws_item );
245 }
246
247 item_action_map iactions = gen.map_actions_to_items( u, pseudos );
248 if( iactions.empty() ) {
249 popup( _( "You don't have any items with registered uses" ) );
250 }
251
252 uilist kmenu;
253 kmenu.text = _( "Execute which action?" );
254 kmenu.input_category = "ITEM_ACTIONS";
255 input_context ctxt( "ITEM_ACTIONS" );
256 for( const auto &id : item_actions ) {
257 ctxt.register_action( id.first, id.second.name );
258 kmenu.additional_actions.emplace_back( id.first, id.second.name );
259 }
260 actmenu_cb callback( item_actions );
261 kmenu.callback = &callback;
262 int num = 0;
263
264 const auto assigned_action = [&iactions]( const item_action_id & action ) {
265 return iactions.find( action ) != iactions.end();
266 };
267
268 std::vector<std::tuple<item_action_id, std::string, std::string>> menu_items;
269 // Sorts menu items by action.
270 using Iter = decltype( menu_items )::iterator;
271 const auto sort_menu = []( Iter from, Iter to ) {
272 std::sort( from, to, []( const std::tuple<item_action_id, std::string, std::string> &lhs,
273 const std::tuple<item_action_id, std::string, std::string> &rhs ) {
274 return std::get<1>( lhs ).compare( std::get<1>( rhs ) ) < 0;
275 } );
276 };
277 // Add mapped actions to the menu vector.
278 std::transform( iactions.begin(), iactions.end(), std::back_inserter( menu_items ),
279 []( const std::pair<item_action_id, item *> &elem ) {
280 std::string ss = elem.second->display_name();
281 if( elem.second->ammo_required() ) {
282 ss += string_format( " (%d/%d)", elem.second->ammo_required(), elem.second->ammo_remaining() );
283 }
284
285 const auto method = elem.second->get_use( elem.first );
286 if( method ) {
287 return std::make_tuple( method->get_type(), method->get_name(), ss );
288 } else {
289 return std::make_tuple( errstring, std::string( "NO USE FUNCTION" ), ss );
290 }
291 } );
292 // Sort mapped actions.
293 sort_menu( menu_items.begin(), menu_items.end() );
294 // Add unmapped but binded actions to the menu vector.
295 for( const auto &elem : item_actions ) {
296 if( key_bound_to( ctxt, elem.first ) != '\0' && !assigned_action( elem.first ) ) {
297 menu_items.emplace_back( elem.first, gen.get_action_name( elem.first ), "-" );
298 }
299 }
300 // Sort unmapped actions.
301 auto iter = menu_items.begin();
302 std::advance( iter, iactions.size() );
303 sort_menu( iter, menu_items.end() );
304 // Determine max lengths, to print the menu nicely.
305 std::pair<int, int> max_len;
306 for( const auto &elem : menu_items ) {
307 max_len.first = std::max( max_len.first, utf8_width( std::get<1>( elem ), true ) );
308 max_len.second = std::max( max_len.second, utf8_width( std::get<2>( elem ), true ) );
309 }
310 // Fill the menu.
311 for( const auto &elem : menu_items ) {
312 std::string ss;
313 ss += std::get<1>( elem );
314 ss += std::string( max_len.first - utf8_width( std::get<1>( elem ), true ), ' ' );
315 ss += std::string( 4, ' ' );
316
317 ss += std::get<2>( elem );
318 ss += std::string( max_len.second - utf8_width( std::get<2>( elem ), true ), ' ' );
319
320 const char bind = key_bound_to( ctxt, std::get<0>( elem ) );
321 const bool enabled = assigned_action( std::get<0>( elem ) );
322
323 kmenu.addentry( num, enabled, bind, ss );
324 num++;
325 }
326
327 kmenu.query();
328 if( kmenu.ret < 0 || kmenu.ret >= static_cast<int>( iactions.size() ) ) {
329 return;
330 }
331
332 const item_action_id action = std::get<0>( menu_items[kmenu.ret] );
333 item *it = iactions[action];
334
335 u.invoke_item( it, action );
336
337 u.inv.restack( u );
338 u.inv.unsort();
339}
inventory inv
Definition: character.h:1519
bool invoke_item(item *, const tripoint &pt) override
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: avatar.cpp:1234
void restack(player &p)
Definition: inventory.cpp:398
void unsort()
Definition: inventory.cpp:226
static item_action_generator & generator()
Definition: item_action.h:32
std::string input_category
Definition: ui.h:325
std::vector< std::pair< std::string, translation > > additional_actions
Definition: ui.h:326
static char key_bound_to(const input_context &ctxt, const item_action_id &act)
Definition: item_action.cpp:47
static const bionic_id bio_claws("bio_claws")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_claws_weapon("bio_claws_weapon")
std::string item_action_id
Definition: item_action.h:16
std::map< item_action_id, item_action > action_map
Definition: item_action.h:18
std::map< item_action_id, item * > item_action_map
Definition: item_action.h:17

References _, action, uilist::additional_actions, bio_claws, bio_claws_weapon, bio_tools, uilist::callback, item_action_generator::generator(), Character::has_active_bionic(), uilist::input_category, num, popup(), input_context::register_action(), second, uilist::text, iexamine::transform(), calendar::turn, and u.

Referenced by handle_action().

◆ knockback() [1/2]

void game::knockback ( const tripoint s,
const tripoint t,
int  force,
int  stun,
int  dam_mult 
)

Definition at line 4374 of file game.cpp.

4375{
4376 std::vector<tripoint> traj;
4377 traj.clear();
4378 traj = line_to( s, t, 0, 0 );
4379 traj.insert( traj.begin(), s ); // how annoying, line_to() doesn't include the originating point!
4380 traj = continue_line( traj, force );
4381 traj.insert( traj.begin(), t ); // how annoying, continue_line() doesn't either!
4382
4383 knockback( traj, stun, dam_mult );
4384}
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
std::vector< tripoint > continue_line(const std::vector< tripoint > &line, const int distance)
Definition: line.cpp:408

References continue_line(), knockback(), and line_to().

Referenced by forced_door_closing(), and knockback().

◆ knockback() [2/2]

void game::knockback ( std::vector< tripoint > &  traj,
int  stun,
int  dam_mult 
)

Definition at line 4390 of file game.cpp.

4391{
4392 // TODO: make the force parameter actually do something.
4393 // the header file says higher force causes more damage.
4394 // perhaps that is what it should do?
4395
4396 // TODO: refactor this so it's not copy/pasted 3 times
4397 tripoint tp = traj.front();
4398 if( !critter_at( tp ) ) {
4399 debugmsg( _( "Nothing at (%d,%d,%d) to knockback!" ), tp.x, tp.y, tp.z );
4400 return;
4401 }
4402 std::size_t force_remaining = traj.size();
4403 if( monster *const targ = critter_at<monster>( tp, true ) ) {
4404 if( stun > 0 ) {
4405 targ->add_effect( effect_stunned, 1_turns * stun );
4406 add_msg( _( "%s was stunned!" ), targ->name() );
4407 }
4408 for( size_t i = 1; i < traj.size(); i++ ) {
4409 if( m.impassable( traj[i].xy() ) || m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) {
4410 targ->setpos( traj[i - 1] );
4411 force_remaining = traj.size() - i;
4412 if( stun != 0 ) {
4413 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4414 add_msg( _( "%s was stunned!" ), targ->name() );
4415 add_msg( _( "%s slammed into an obstacle!" ), targ->name() );
4416 targ->apply_damage( nullptr, bodypart_id( "torso" ), dam_mult * force_remaining );
4417 targ->check_dead_state();
4418 }
4419 m.bash( traj[i], 2 * dam_mult * force_remaining );
4420 break;
4421 } else if( critter_at( traj[i] ) ) {
4422 targ->setpos( traj[i - 1] );
4423 force_remaining = traj.size() - i;
4424 if( stun != 0 ) {
4425 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4426 add_msg( _( "%s was stunned!" ), targ->name() );
4427 }
4428 traj.erase( traj.begin(), traj.begin() + i );
4429 if( critter_at<monster>( traj.front() ) ) {
4430 add_msg( _( "%s collided with something else and sent it flying!" ),
4431 targ->name() );
4432 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4433 if( guy->male ) {
4434 add_msg( _( "%s collided with someone else and sent him flying!" ),
4435 targ->name() );
4436 } else {
4437 add_msg( _( "%s collided with someone else and sent her flying!" ),
4438 targ->name() );
4439 }
4440 } else if( u.pos() == traj.front() ) {
4441 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name() );
4442 }
4443 knockback( traj, stun, dam_mult );
4444 break;
4445 }
4446 targ->setpos( traj[i] );
4447 if( m.has_flag( "LIQUID", targ->pos() ) && !targ->can_drown() && !targ->is_dead() ) {
4448 targ->die( nullptr );
4449 if( u.sees( *targ ) ) {
4450 add_msg( _( "The %s drowns!" ), targ->name() );
4451 }
4452 }
4453 if( !m.has_flag( "LIQUID", targ->pos() ) && targ->has_flag( MF_AQUATIC ) &&
4454 !targ->is_dead() ) {
4455 targ->die( nullptr );
4456 if( u.sees( *targ ) ) {
4457 add_msg( _( "The %s flops around and dies!" ), targ->name() );
4458 }
4459 }
4460 tp = traj[i];
4461 }
4462 } else if( npc *const targ = critter_at<npc>( tp ) ) {
4463 if( stun > 0 ) {
4464 targ->add_effect( effect_stunned, 1_turns * stun );
4465 add_msg( _( "%s was stunned!" ), targ->name );
4466 }
4467 for( size_t i = 1; i < traj.size(); i++ ) {
4468 if( m.impassable( traj[i].xy() ) ||
4469 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4470 targ->setpos( traj[i - 1] );
4471 force_remaining = traj.size() - i;
4472 if( stun != 0 ) {
4473 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4474 if( targ->has_effect( effect_stunned ) ) {
4475 add_msg( _( "%s was stunned!" ), targ->name );
4476 }
4477
4478 std::array<bodypart_id, 8> bps = {{
4479 bodypart_id( "head" ),
4480 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4481 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4482 bodypart_id( "torso" ),
4483 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4484 }
4485 };
4486 for( const bodypart_id &bp : bps ) {
4487 if( one_in( 2 ) ) {
4488 targ->deal_damage( nullptr, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4489 }
4490 }
4491 targ->check_dead_state();
4492 }
4493 m.bash( traj[i], 2 * dam_mult * force_remaining );
4494 break;
4495 } else if( critter_at( traj[i] ) ) {
4496 targ->setpos( traj[i - 1] );
4497 force_remaining = traj.size() - i;
4498 if( stun != 0 ) {
4499 add_msg( _( "%s was stunned!" ), targ->name );
4500 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4501 }
4502 traj.erase( traj.begin(), traj.begin() + i );
4503 const tripoint &traj_front = traj.front();
4504 if( critter_at<monster>( traj_front ) ) {
4505 add_msg( _( "%s collided with something else and sent it flying!" ),
4506 targ->name );
4507 } else if( npc *const guy = critter_at<npc>( traj_front ) ) {
4508 if( guy->male ) {
4509 add_msg( _( "%s collided with someone else and sent him flying!" ),
4510 targ->name );
4511 } else {
4512 add_msg( _( "%s collided with someone else and sent her flying!" ),
4513 targ->name );
4514 }
4515 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y &&
4517 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) ) {
4518 add_msg( _( "%s collided with you, and barely dislodges your tentacles!" ), targ->name );
4519 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y ) {
4520 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name );
4521 }
4522 knockback( traj, stun, dam_mult );
4523 break;
4524 }
4525 targ->setpos( traj[i] );
4526 tp = traj[i];
4527 }
4528 } else if( u.pos() == tp ) {
4529 if( stun > 0 ) {
4530 u.add_effect( effect_stunned, 1_turns * stun );
4531 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4532 "You were stunned for %d turns!",
4533 stun ),
4534 stun );
4535 }
4536 for( size_t i = 1; i < traj.size(); i++ ) {
4537 if( m.impassable( traj[i] ) ||
4538 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4539 u.setpos( traj[i - 1] );
4540 force_remaining = traj.size() - i;
4541 if( stun != 0 ) {
4542 if( u.has_effect( effect_stunned ) ) {
4543 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4544 "You were stunned AGAIN for %d turns!",
4545 force_remaining ),
4546 force_remaining );
4547 } else {
4548 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4549 "You were stunned for %d turns!",
4550 force_remaining ),
4551 force_remaining );
4552 }
4553 u.add_effect( effect_stunned, 1_turns * force_remaining );
4554 std::array<bodypart_id, 8> bps = {{
4555 bodypart_id( "head" ),
4556 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4557 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4558 bodypart_id( "torso" ),
4559 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4560 }
4561 };
4562 for( const bodypart_id &bp : bps ) {
4563 if( one_in( 2 ) ) {
4564 u.deal_damage( nullptr, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4565 }
4566 }
4568 }
4569 m.bash( traj[i], 2 * dam_mult * force_remaining );
4570 break;
4571 } else if( critter_at( traj[i] ) ) {
4572 u.setpos( traj[i - 1] );
4573 force_remaining = traj.size() - i;
4574 if( stun != 0 ) {
4575 if( u.has_effect( effect_stunned ) ) {
4576 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4577 "You were stunned AGAIN for %d turns!",
4578 force_remaining ),
4579 force_remaining );
4580 } else {
4581 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4582 "You were stunned for %d turns!",
4583 force_remaining ),
4584 force_remaining );
4585 }
4586 u.add_effect( effect_stunned, 1_turns * force_remaining );
4587 }
4588 traj.erase( traj.begin(), traj.begin() + i );
4589 if( critter_at<monster>( traj.front() ) ) {
4590 add_msg( _( "You collided with something and sent it flying!" ) );
4591 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4592 if( guy->male ) {
4593 add_msg( _( "You collided with someone and sent him flying!" ) );
4594 } else {
4595 add_msg( _( "You collided with someone and sent her flying!" ) );
4596 }
4597 }
4598 knockback( traj, stun, dam_mult );
4599 break;
4600 }
4601 if( m.has_flag( "LIQUID", u.pos() ) && force_remaining == 0 ) {
4602 avatar_action::swim( m, u, u.pos() );
4603 } else {
4604 u.setpos( traj[i] );
4605 }
4606
4607 tp = traj[i];
4608 }
4609 }
4610}
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8935
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8459
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:980
@ DT_BASH
Definition: damage.h:24
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const efftype_id effect_stunned("stunned")
@ MF_AQUATIC
Definition: mtype.h:89
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_effect(), add_msg(), map::bash(), Creature::check_dead_state(), critter_at(), Character::deal_damage(), debugmsg, DT_BASH, effect_stunned, Character::footwear_factor(), Creature::has_effect(), map::has_flag(), Character::has_trait(), map::impassable(), knockback(), m, m_bad, MF_AQUATIC, map::obstructed_by_vehicle_rotation(), one_in(), Character::pos(), Character::posx(), Character::posy(), Character::sees(), Character::setpos(), avatar_action::swim(), trait_LEG_TENT_BRACE, u, vgettext(), tripoint::x, tripoint::y, and tripoint::z.

◆ light_level()

unsigned char game::light_level ( int  zlev) const

Returns coarse number-of-squares of visibility at the current light level.

Used by monster and NPC AI.

Definition at line 3689 of file game.cpp.

3690{
3691 const float light = natural_light_level( zlev );
3692 return LIGHT_RANGE( light );
3693}
float natural_light_level(int zlev) const
Definition: game.cpp:3629
#define LIGHT_RANGE(b)
Definition: lightmap.h:41

References light, LIGHT_RANGE, and natural_light_level().

Referenced by calc_driving_offset(), and update_overmap_seen().

◆ list_active_characters()

std::vector< std::string > game::list_active_characters ( )

Returns a list of currently active character saves.

Definition at line 2896 of file game.cpp.

2897{
2898 std::vector<std::string> saves;
2899 for( auto &worldsave : world_generator->active_world->world_saves ) {
2900 saves.push_back( worldsave.player_name() );
2901 }
2902 return saves;
2903}

References world_generator.

Referenced by cleanup_at_end().

◆ list_items()

game::vmenu_ret game::list_items ( const std::vector< map_item_stack > &  item_list)
private

Definition at line 7343 of file game.cpp.

7344{
7345 std::vector<map_item_stack> ground_items = item_list;
7346 int iInfoHeight = 0;
7347 int iMaxRows = 0;
7348 int width = 0;
7349 int max_name_width = 0;
7350
7351 //find max length of item name and resize window width
7352 for( const map_item_stack &cur_item : ground_items ) {
7353 const int item_len = utf8_width( remove_color_tags( cur_item.example->display_name() ) ) + 15;
7354 if( item_len > max_name_width ) {
7355 max_name_width = item_len;
7356 }
7357 }
7358
7359 tripoint active_pos;
7360 map_item_stack *activeItem = nullptr;
7361
7362 catacurses::window w_items;
7363 catacurses::window w_items_border;
7364 catacurses::window w_item_info;
7365
7366 ui_adaptor ui;
7367 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7368 iInfoHeight = std::min( 25, TERMY / 2 );
7369 iMaxRows = TERMY - iInfoHeight - 2;
7370
7371 width = clamp( max_name_width, 45, TERMX / 3 );
7372
7373 const int offsetX = TERMX - width;
7374
7375 w_items = catacurses::newwin( TERMY - 2 - iInfoHeight,
7376 width - 2, point( offsetX + 1, 1 ) );
7377 w_items_border = catacurses::newwin( TERMY - iInfoHeight,
7378 width, point( offsetX, 0 ) );
7379 w_item_info = catacurses::newwin( iInfoHeight, width,
7380 point( offsetX, TERMY - iInfoHeight ) );
7381
7382 if( activeItem ) {
7383 centerlistview( active_pos, width );
7384 }
7385
7386 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7387 } );
7388 ui.mark_resize();
7389
7390 // use previously selected sorting method
7391 bool sort_radius = uistate.list_item_sort != 2;
7392 bool addcategory = !sort_radius;
7393
7394 // reload filter/priority settings on the first invocation, if they were active
7395 if( !uistate.list_item_init ) {
7398 }
7401 }
7404 }
7405 uistate.list_item_init = true;
7406 }
7407
7408 //this stores only those items that match our filter
7409 std::vector<map_item_stack> filtered_items =
7410 !sFilter.empty() ? filter_item_stacks( ground_items, sFilter ) : ground_items;
7411 int highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7412 int lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7413 int iItemNum = ground_items.size();
7414
7415 const tripoint stored_view_offset = u.view_offset;
7416
7418
7419 int iActive = 0; // Item index that we're looking at
7420 bool refilter = true;
7421 int page_num = 0;
7422 int iCatSortNum = 0;
7423 int iScrollPos = 0;
7424 std::map<int, std::string> mSortCategory;
7425
7426 std::string action;
7427 input_context ctxt( "LIST_ITEMS" );
7428 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7429 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7430 ctxt.register_action( "LEFT", to_translation( "Previous item" ) );
7431 ctxt.register_action( "RIGHT", to_translation( "Next item" ) );
7432 ctxt.register_action( "PAGE_DOWN" );
7433 ctxt.register_action( "PAGE_UP" );
7434 ctxt.register_action( "NEXT_TAB" );
7435 ctxt.register_action( "PREV_TAB" );
7436 ctxt.register_action( "HELP_KEYBINDINGS" );
7437 ctxt.register_action( "QUIT" );
7438 ctxt.register_action( "FILTER" );
7439 ctxt.register_action( "RESET_FILTER" );
7440 ctxt.register_action( "EXAMINE" );
7441 ctxt.register_action( "COMPARE" );
7442 ctxt.register_action( "PRIORITY_INCREASE" );
7443 ctxt.register_action( "PRIORITY_DECREASE" );
7444 ctxt.register_action( "SORT" );
7445 ctxt.register_action( "TRAVEL_TO" );
7446
7448
7449 ui.on_redraw( [&]( const ui_adaptor & ) {
7450 reset_item_list_state( w_items_border, iInfoHeight, sort_radius );
7451
7452 if( ground_items.empty() ) {
7453 wnoutrefresh( w_items_border );
7454 mvwprintz( w_items, point( 2, 10 ), c_white, _( "You don't see any items around you!" ) );
7455 } else {
7456 int iStartPos = 0;
7457 werase( w_items );
7458 calcStartPos( iStartPos, iActive, iMaxRows, iItemNum );
7459 int iNum = 0;
7460 bool high = false;
7461 bool low = false;
7462 int index = 0;
7463 int iCatSortOffset = 0;
7464
7465 for( int i = 0; i < iStartPos; i++ ) {
7466 if( !mSortCategory[i].empty() ) {
7467 iNum++;
7468 }
7469 }
7470 for( auto iter = filtered_items.begin(); iter != filtered_items.end(); ++index ) {
7471 if( highPEnd > 0 && index < highPEnd + iCatSortOffset ) {
7472 high = true;
7473 low = false;
7474 } else if( index >= lowPStart + iCatSortOffset ) {
7475 high = false;
7476 low = true;
7477 } else {
7478 high = false;
7479 low = false;
7480 }
7481
7482 if( iNum >= iStartPos && iNum < iStartPos + ( iMaxRows > iItemNum ? iItemNum : iMaxRows ) ) {
7483 int iThisPage = 0;
7484 if( !mSortCategory[iNum].empty() ) {
7485 iCatSortOffset++;
7486 mvwprintz( w_items, point( 1, iNum - iStartPos ), c_magenta, mSortCategory[iNum] );
7487 } else {
7488 if( iNum == iActive ) {
7489 iThisPage = page_num;
7490 }
7491 std::string sText;
7492 if( iter->vIG.size() > 1 ) {
7493 sText += string_format( "[%d/%d] (%d) ", iThisPage + 1, iter->vIG.size(), iter->totalcount );
7494 }
7495 sText += iter->example->tname();
7496 if( iter->vIG[iThisPage].count > 1 ) {
7497 sText += string_format( "[%d]", iter->vIG[iThisPage].count );
7498 }
7499
7500 nc_color col = c_light_green;
7501 if( iNum != iActive ) {
7502 if( high ) {
7503 col = c_yellow;
7504 } else if( low ) {
7505 col = c_red;
7506 } else {
7507 col = iter->example->color_in_inventory();
7508 }
7509 }
7510 trim_and_print( w_items, point( 1, iNum - iStartPos ), width - 9, col, sText );
7511 const int numw = iItemNum > 9 ? 2 : 1;
7512 const int x = iter->vIG[iThisPage].pos.x;
7513 const int y = iter->vIG[iThisPage].pos.y;
7514 mvwprintz( w_items, point( width - 6 - numw, iNum - iStartPos ),
7515 iNum == iActive ? c_light_green : c_light_gray,
7516 "%*d %s", numw, rl_dist( point_zero, point( x, y ) ),
7518 ++iter;
7519 }
7520 } else {
7521 ++iter;
7522 }
7523 iNum++;
7524 }
7525 iNum = 0;
7526 for( int i = 0; i < iActive; i++ ) {
7527 if( !mSortCategory[i].empty() ) {
7528 iNum++;
7529 }
7530 }
7531 mvwprintz( w_items_border, point( ( width - 9 ) / 2 + ( iItemNum > 9 ? 0 : 1 ), 0 ),
7532 c_light_green, " %*d", iItemNum > 9 ? 2 : 1, iItemNum > 0 ? iActive - iNum + 1 : 0 );
7533 wprintz( w_items_border, c_white, " / %*d ", iItemNum > 9 ? 2 : 1, iItemNum - iCatSortNum );
7534 werase( w_item_info );
7535
7536 if( iItemNum > 0 && activeItem ) {
7537 std::vector<iteminfo> vThisItem;
7538 std::vector<iteminfo> vDummy;
7539 activeItem->example->info( true, vThisItem );
7540
7541 item_info_data dummy( "", "", vThisItem, vDummy, iScrollPos );
7542 dummy.without_getch = true;
7543 dummy.without_border = true;
7544
7545 draw_item_info( w_item_info, dummy );
7546 }
7547 draw_scrollbar( w_items_border, iActive, iMaxRows, iItemNum, point_south );
7548 wnoutrefresh( w_items_border );
7549 }
7550
7551 const bool bDrawLeft = ground_items.empty() || filtered_items.empty() || !activeItem || filter_type;
7552 draw_custom_border( w_item_info, bDrawLeft, true, true, true, LINE_XXXO, LINE_XOXX, true, true );
7553
7554 if( iItemNum > 0 && activeItem ) {
7555 // print info window title: < item name >
7556 mvwprintw( w_item_info, point( 2, 0 ), "< " );
7557 trim_and_print( w_item_info, point( 4, 0 ), width - 8, activeItem->example->color_in_inventory(),
7558 activeItem->example->display_name() );
7559 wprintw( w_item_info, " >" );
7560 }
7561
7562 wnoutrefresh( w_items );
7563 wnoutrefresh( w_item_info );
7564
7565 if( filter_type ) {
7566 draw_item_filter_rules( w_item_info, 0, iInfoHeight - 1, filter_type.value() );
7567 }
7568 } );
7569
7570 cata::optional<tripoint> trail_start;
7571 cata::optional<tripoint> trail_end;
7572 bool trail_end_x = false;
7573 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7574 trail_end_x );
7575 add_draw_callback( trail_cb );
7576
7577 do {
7578 if( action == "COMPARE" && activeItem ) {
7579 game_menus::inv::compare( u, active_pos );
7580 } else if( action == "FILTER" ) {
7581 filter_type = item_filter_type::FILTER;
7582 ui.invalidate_ui();
7584 .title( _( "Filter:" ) )
7585 .width( 55 )
7586 .description( _( "UP: history, CTRL-U: clear line, ESC: abort, ENTER: save" ) )
7587 .identifier( "item_filter" )
7588 .max_length( 256 )
7589 .edit( sFilter );
7590 refilter = true;
7591 addcategory = !sort_radius;
7593 filter_type = cata::nullopt;
7594 } else if( action == "RESET_FILTER" ) {
7595 sFilter.clear();
7596 filtered_items = ground_items;
7597 refilter = true;
7599 addcategory = !sort_radius;
7600 } else if( action == "EXAMINE" && !filtered_items.empty() && activeItem ) {
7601 std::vector<iteminfo> vThisItem;
7602 std::vector<iteminfo> vDummy;
7603 activeItem->example->info( true, vThisItem );
7604
7605 item_info_data info_data( activeItem->example->tname(), activeItem->example->type_name(), vThisItem,
7606 vDummy );
7607 info_data.handle_scrolling = true;
7608
7610 return catacurses::newwin( TERMY, width - 5, point_zero );
7611 }, info_data );
7612 } else if( action == "PRIORITY_INCREASE" ) {
7613 filter_type = item_filter_type::HIGH_PRIORITY;
7614 ui.invalidate_ui();
7616 .title( _( "High Priority:" ) )
7617 .width( 55 )
7619 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7620 .identifier( "list_item_priority" )
7621 .max_length( 256 )
7622 .query_string();
7623 refilter = true;
7624 addcategory = !sort_radius;
7626 filter_type = cata::nullopt;
7627 } else if( action == "PRIORITY_DECREASE" ) {
7628 filter_type = item_filter_type::LOW_PRIORITY;
7629 ui.invalidate_ui();
7631 .title( _( "Low Priority:" ) )
7632 .width( 55 )
7634 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7635 .identifier( "list_item_downvote" )
7636 .max_length( 256 )
7637 .query_string();
7638 refilter = true;
7639 addcategory = !sort_radius;
7641 filter_type = cata::nullopt;
7642 } else if( action == "SORT" ) {
7643 if( sort_radius ) {
7644 sort_radius = false;
7645 addcategory = true;
7646 uistate.list_item_sort = 2; // list is sorted by category
7647 } else {
7648 sort_radius = true;
7649 uistate.list_item_sort = 1; // list is sorted by distance
7650 }
7651 highPEnd = -1;
7652 lowPStart = -1;
7653 iCatSortNum = 0;
7654
7655 mSortCategory.clear();
7656 refilter = true;
7657 } else if( action == "TRAVEL_TO" && activeItem ) {
7658 if( !u.sees( u.pos() + active_pos ) ) {
7659 add_msg( _( "You can't see that destination." ) );
7660 }
7661 auto route = m.route( u.pos(), u.pos() + active_pos, u.get_pathfinding_settings(),
7662 u.get_path_avoid() );
7663 if( route.size() > 1 ) {
7664 route.pop_back();
7665 u.set_destination( route );
7666 break;
7667 } else {
7668 add_msg( m_info, _( "You can't travel there." ) );
7669 }
7670 }
7671 if( uistate.list_item_sort == 1 ) {
7672 ground_items = item_list;
7673 } else if( uistate.list_item_sort == 2 ) {
7674 std::sort( ground_items.begin(), ground_items.end(), map_item_stack::map_item_stack_sort );
7675 }
7676
7677 if( refilter ) {
7678 refilter = false;
7679 filtered_items = filter_item_stacks( ground_items, sFilter );
7680 highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7681 lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7682 iActive = 0;
7683 page_num = 0;
7684 iItemNum = filtered_items.size();
7685 }
7686
7687 if( addcategory ) {
7688 addcategory = false;
7689 iCatSortNum = 0;
7690 mSortCategory.clear();
7691 if( highPEnd > 0 ) {
7692 mSortCategory[0] = _( "HIGH PRIORITY" );
7693 iCatSortNum++;
7694 }
7695 std::string last_cat_name;
7696 for( int i = std::max( 0, highPEnd );
7697 i < std::min( lowPStart, static_cast<int>( filtered_items.size() ) ); i++ ) {
7698 const std::string &cat_name = filtered_items[i].example->get_category().name();
7699 if( cat_name != last_cat_name ) {
7700 mSortCategory[i + iCatSortNum++] = cat_name;
7701 last_cat_name = cat_name;
7702 }
7703 }
7704 if( lowPStart < static_cast<int>( filtered_items.size() ) ) {
7705 mSortCategory[lowPStart + iCatSortNum++] = _( "LOW PRIORITY" );
7706 }
7707 if( !mSortCategory[0].empty() ) {
7708 iActive++;
7709 }
7710 iItemNum = static_cast<int>( filtered_items.size() ) + iCatSortNum;
7711 }
7712
7713 if( action == "UP" ) {
7714 do {
7715 iActive--;
7716
7717 } while( !mSortCategory[iActive].empty() );
7718 iScrollPos = 0;
7719 page_num = 0;
7720 if( iActive < 0 ) {
7721 iActive = iItemNum - 1;
7722 }
7723 } else if( action == "DOWN" ) {
7724 do {
7725 iActive++;
7726
7727 } while( !mSortCategory[iActive].empty() );
7728 iScrollPos = 0;
7729 page_num = 0;
7730 if( iActive >= iItemNum ) {
7731 iActive = mSortCategory[0].empty() ? 0 : 1;
7732 }
7733 } else if( action == "RIGHT" ) {
7734 if( !filtered_items.empty() && activeItem ) {
7735 if( ++page_num >= static_cast<int>( activeItem->vIG.size() ) ) {
7736 page_num = activeItem->vIG.size() - 1;
7737 }
7738 }
7739 } else if( action == "LEFT" ) {
7740 page_num = std::max( 0, page_num - 1 );
7741 } else if( action == "PAGE_UP" ) {
7742 iScrollPos--;
7743 } else if( action == "PAGE_DOWN" ) {
7744 iScrollPos++;
7745 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7746 u.view_offset = stored_view_offset;
7748 }
7749
7750 active_pos = tripoint_zero;
7751 activeItem = nullptr;
7752
7753 if( mSortCategory[iActive].empty() ) {
7754 auto iter = filtered_items.begin();
7755 for( int iNum = 0; iter != filtered_items.end() && iNum < iActive; iNum++ ) {
7756 if( mSortCategory[iNum].empty() ) {
7757 ++iter;
7758 }
7759 }
7760 if( iter != filtered_items.end() ) {
7761 active_pos = iter->vIG[page_num].pos;
7762 activeItem = &( *iter );
7763 }
7764 }
7765
7766 if( activeItem ) {
7767 centerlistview( active_pos, width );
7768 trail_start = u.pos();
7769 trail_end = u.pos() + active_pos;
7770 // Actually accessed from the terrain overlay callback `trail_cb` in the
7771 // call to `ui_manager::redraw`.
7772 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7773 trail_end_x = true;
7774 } else {
7775 u.view_offset = stored_view_offset;
7776 trail_start = trail_end = cata::nullopt;
7777 }
7779
7781
7782 action = ctxt.handle_input();
7783 } while( action != "QUIT" );
7784
7785 u.view_offset = stored_view_offset;
7786 return game::vmenu_ret::QUIT;
7787}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:145
std::string list_item_upvote
Definition: game.h:1052
std::string list_item_downvote
Definition: game.h:1053
std::string sFilter
Definition: game.h:1051
void reset_item_list_state(const catacurses::window &window, int height, bool bRadiusSort)
Definition: game.cpp:7230
std::string info(bool showtext=false) const
Return all the information about the item and its type.
Definition: item.cpp:1103
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4015
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9672
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4438
static bool map_item_stack_sort(const map_item_stack &lhs, const map_item_stack &rhs)
std::vector< item_group > vIG
const item * example
string_input_popup & identifier(const std::string &value)
An identifier to be used to store / get the input history.
string_input_popup & text(const std::string &value)
Set / get the text that can be modified by the user.
void edit(std::string &value)
Edit values in place.
string_input_popup & width(int value)
Width (in console cells) of the input field itself.
string_input_popup & description(const std::string &value)
Additional help text, shown below the input box.
string_input_popup & title(const std::string &value)
The title: short string before the actual input field.
std::string list_item_priority
Definition: uistate.h:120
int list_item_sort
Definition: uistate.h:117
bool list_item_downvote_active
Definition: uistate.h:123
bool list_item_init
Definition: uistate.h:125
bool list_item_filter_active
Definition: uistate.h:122
std::string list_item_filter
Definition: uistate.h:118
bool list_item_priority_active
Definition: uistate.h:124
std::string list_item_downvote
Definition: uistate.h:119
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
static shared_ptr_fast< game::draw_callback_t > create_trail_callback(const cata::optional< tripoint > &trail_start, const cata::optional< tripoint > &trail_end, const bool &trail_end_x)
Definition: game.cpp:3209
uistatedata uistate
Definition: game.cpp:274
static void centerlistview(const tripoint &active_item_position, int ui_width)
Definition: game.cpp:7075
std::string direction_name_short(const direction dir)
Definition: line.cpp:533
int list_filter_high_priority(std::vector< map_item_stack > &stack, const std::string &priorities)
std::vector< map_item_stack > filter_item_stacks(const std::vector< map_item_stack > &stack, const std::string &filter)
int list_filter_low_priority(std::vector< map_item_stack > &stack, const int start, const std::string &priorities)
void mvwprintw(const window &win, const point &p, const std::string &text)
void wprintw(const window &win, const std::string &text)
void calcStartPos(int &iStartPos, const int iCurrentLine, const int iContentHeight, const int iNumEntries)
Definition: output.cpp:1507
void draw_item_filter_rules(const catacurses::window &win, int starty, int height, item_filter_type type)
Write some tips (such as precede items with - to exclude them) onto the window.
Definition: output.cpp:810
void draw_scrollbar(const catacurses::window &window, const int iCurrentLine, const int iContentHeight, const int iNumLines, const point &offset, nc_color bar_color, const bool bDoNotScrollToEnd)
Draw a scrollbar (Legacy function, use class scrollbar instead!)
Definition: output.cpp:1314
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
void draw_custom_border(const catacurses::window &w, const catacurses::chtype ls, const catacurses::chtype rs, const catacurses::chtype ts, const catacurses::chtype bs, const catacurses::chtype tl, const catacurses::chtype tr, const catacurses::chtype bl, const catacurses::chtype br, const nc_color FG, const point &pos, int height, int width)
Definition: output.cpp:524
void trim_and_print(const catacurses::window &w, const point &begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
input_event draw_item_info(const int iLeft, const int iWidth, const int iTop, const int iHeight, item_info_data &data)
Definition: output.cpp:793
#define LINE_XOXX
Definition: output.h:47
#define LINE_XXXO
Definition: output.h:45

References _, action, add_draw_callback(), add_msg(), c_light_gray, c_light_green, c_magenta, c_red, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, clamp(), item::color_in_inventory(), game_menus::inv::compare(), create_trail_callback(), string_input_popup::description(), direction_from(), direction_name_short(), item::display_name(), draw_custom_border(), draw_item_filter_rules(), draw_item_info(), draw_scrollbar(), string_input_popup::edit(), map_item_stack::example, FILTER, filter_item_stacks(), Character::get_path_avoid(), Character::get_pathfinding_settings(), input_context::handle_input(), item_info_data::handle_scrolling, high, HIGH_PRIORITY, string_input_popup::identifier(), item::info(), invalidate_main_ui_adaptor(), LINE_XOXX, LINE_XXXO, list_filter_high_priority(), list_filter_low_priority(), list_item_downvote, uistatedata::list_item_downvote, uistatedata::list_item_downvote_active, uistatedata::list_item_filter, uistatedata::list_item_filter_active, uistatedata::list_item_init, uistatedata::list_item_priority, uistatedata::list_item_priority_active, uistatedata::list_item_sort, list_item_upvote, LOW_PRIORITY, m, m_info, map_item_stack::map_item_stack_sort(), string_input_popup::max_length(), catacurses::mvwprintw(), mvwprintz(), catacurses::newwin(), cata::nullopt, point_south, point_zero, Character::pos(), string_input_popup::query_string(), QUIT, ui_manager::redraw(), input_context::register_action(), remove_color_tags(), reset_item_list_state(), rl_dist(), map::route(), Character::sees(), Character::set_destination(), sFilter, string_format(), TERMX, TERMY, string_input_popup::text(), string_input_popup::title(), item::tname(), to_translation(), trim_and_print(), tripoint_zero, item::type_name(), u, uistate, utf8_width(), cata::optional< T >::value(), player::view_offset, map_item_stack::vIG, catacurses::werase(), string_input_popup::width(), item_info_data::without_border, item_info_data::without_getch, catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ list_items_monsters()

void game::list_items_monsters ( )
private

Definition at line 7298 of file game.cpp.

7299{
7300 std::vector<Creature *> mons = u.get_visible_creatures( current_daylight_level( calendar::turn ) );
7301 // whole reality bubble
7302 const std::vector<map_item_stack> items = find_nearby_items( 60 );
7303
7304 if( mons.empty() && items.empty() ) {
7305 add_msg( m_info, _( "You don't see any items or monsters around you!" ) );
7306 return;
7307 }
7308
7309 std::sort( mons.begin(), mons.end(), [&]( const Creature * lhs, const Creature * rhs ) {
7310 const auto att_lhs = lhs->attitude_to( u );
7311 const auto att_rhs = rhs->attitude_to( u );
7312
7313 return att_lhs < att_rhs || ( att_lhs == att_rhs
7314 && rl_dist( u.pos(), lhs->pos() ) < rl_dist( u.pos(), rhs->pos() ) );
7315 } );
7316
7317 // If the current list is empty, switch to the non-empty list
7319 if( items.empty() ) {
7320 uistate.vmenu_show_items = false;
7321 }
7322 } else if( mons.empty() ) {
7324 }
7325
7328 while( true ) {
7329 ret = uistate.vmenu_show_items ? list_items( items ) : list_monsters( mons );
7332 } else {
7333 break;
7334 }
7335 }
7336
7337 if( ret == game::vmenu_ret::FIRE ) {
7339 }
7341}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
game::vmenu_ret list_monsters(const std::vector< Creature * > &monster_list)
Definition: game.cpp:7789
game::vmenu_ret list_items(const std::vector< map_item_stack > &item_list)
Definition: game.cpp:7343
vmenu_ret
Definition: game.h:790
std::vector< map_item_stack > find_nearby_items(int iRadius)
Definition: game.cpp:6998
void temp_exit_fullscreen()
Definition: game.cpp:540
void reenter_fullscreen()
Definition: game.cpp:550
bool vmenu_show_items
Definition: uistate.h:121

References _, add_msg(), CHANGE_TAB, current_daylight_level(), find_nearby_items(), FIRE, avatar_action::fire_wielded_weapon(), Character::get_visible_creatures(), list_items(), list_monsters(), m_info, reenter_fullscreen(), cata::hash64_detail::ret, temp_exit_fullscreen(), calendar::turn, u, uistate, and uistatedata::vmenu_show_items.

Referenced by handle_action(), and look_around().

◆ list_missions()

void game::list_missions ( )

Definition at line 22 of file mission_ui.cpp.

23{
24 catacurses::window w_missions;
25
26 enum class tab_mode : int {
27 TAB_ACTIVE = 0,
28 TAB_COMPLETED,
29 TAB_FAILED,
30 NUM_TABS,
31 FIRST_TAB = 0,
32 LAST_TAB = NUM_TABS - 1
33 };
34 tab_mode tab = tab_mode::FIRST_TAB;
35 size_t selection = 0;
36 int entries_per_page = 0;
37 input_context ctxt( "MISSIONS" );
38 ctxt.register_cardinal();
39 ctxt.register_action( "CONFIRM" );
40 ctxt.register_action( "QUIT" );
41 ctxt.register_action( "HELP_KEYBINDINGS" );
42
44 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
46
47 // content ranges from y=3 to FULL_SCREEN_HEIGHT - 2
48 entries_per_page = FULL_SCREEN_HEIGHT - 4;
49
50 ui.position_from_window( w_missions );
51 } );
52 ui.mark_resize();
53
54 std::vector<mission *> umissions;
55
56 ui.on_redraw( [&]( const ui_adaptor & ) {
57 werase( w_missions );
58 // entries_per_page * page number
59 const int top_of_page = entries_per_page * ( selection / entries_per_page );
60 const int bottom_of_page =
61 std::min( top_of_page + entries_per_page - 1, static_cast<int>( umissions.size() ) - 1 );
62
63 for( int i = 3; i < FULL_SCREEN_HEIGHT - 1; i++ ) {
64 mvwputch( w_missions, point( 30, i ), BORDER_COLOR, LINE_XOXO );
65 }
66
67 const std::vector<std::pair<tab_mode, std::string>> tabs = {
68 { tab_mode::TAB_ACTIVE, _( "ACTIVE MISSIONS" ) },
69 { tab_mode::TAB_COMPLETED, _( "COMPLETED MISSIONS" ) },
70 { tab_mode::TAB_FAILED, _( "FAILED MISSIONS" ) },
71 };
72 draw_tabs( w_missions, tabs, tab );
73 draw_border_below_tabs( w_missions );
74
75 mvwputch( w_missions, point( 30, 2 ), BORDER_COLOR,
76 tab == tab_mode::TAB_COMPLETED ? ' ' : LINE_OXXX ); // ^|^
77 mvwputch( w_missions, point( 30, FULL_SCREEN_HEIGHT - 1 ), BORDER_COLOR, LINE_XXOX ); // _|_
78
79 draw_scrollbar( w_missions, selection, entries_per_page, umissions.size(), point( 0, 3 ) );
80
81 for( int i = top_of_page; i <= bottom_of_page; i++ ) {
82 const auto miss = umissions[i];
83 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
84 const int y = i - top_of_page + 3;
85 trim_and_print( w_missions, point( 1, y ), 28,
86 static_cast<int>( selection ) == i ? hilite( col ) : col,
87 miss->name() );
88 }
89
90 if( selection < umissions.size() ) {
91 const auto miss = umissions[selection];
92 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
93 std::string for_npc;
94 if( miss->get_npc_id().is_valid() ) {
95 npc *guy = g->find_npc( miss->get_npc_id() );
96 if( guy ) {
97 for_npc = string_format( _( " for %s" ), guy->disp_name() );
98 }
99 }
100
101 int y = 3;
102 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, col,
103 miss->name() + for_npc );
104
105 auto format_tokenized_description = []( const std::string & description,
106 const std::vector<std::pair<int, itype_id>> &rewards ) {
107 std::string formatted_description = description;
108 for( const auto &reward : rewards ) {
109 std::string token = "<reward_count:" + reward.second.str() + ">";
110 formatted_description = replace_all( formatted_description, token,
111 string_format( "%d", reward.first ) );
112 }
113 return formatted_description;
114 };
115
116 y++;
117 if( !miss->get_description().empty() ) {
118 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, c_white,
119 format_tokenized_description( miss->get_description(), miss->get_likely_rewards() ) );
120 }
121 if( miss->has_deadline() ) {
122 const time_point deadline = miss->get_deadline();
123 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Deadline: %s" ), to_string( deadline ) );
124
125 if( tab != tab_mode::TAB_COMPLETED ) {
126 // There's no point in displaying this for a completed mission.
127 // @ TODO: But displaying when you completed it would be useful.
128 const time_duration remaining = deadline - calendar::turn;
129 std::string remaining_time;
130
131 if( remaining <= 0_turns ) {
132 remaining_time = _( "None!" );
133 } else if( u.has_watch() ) {
134 remaining_time = to_string( remaining );
135 } else {
136 remaining_time = to_string_approx( remaining );
137 }
138
139 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Time remaining: %s" ), remaining_time );
140 }
141 }
142 if( miss->has_target() ) {
144 // TODO: target does not contain a z-component, targets are assumed to be on z=0
145 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Target: %s You: %s" ),
146 miss->get_target().to_string(), pos.to_string() );
147 }
148 } else {
149 static const std::map< tab_mode, std::string > nope = {
150 { tab_mode::TAB_ACTIVE, translate_marker( "You have no active missions!" ) },
151 { tab_mode::TAB_COMPLETED, translate_marker( "You haven't completed any missions!" ) },
152 { tab_mode::TAB_FAILED, translate_marker( "You haven't failed any missions!" ) }
153 };
154 mvwprintz( w_missions, point( 31, 4 ), c_light_red, _( nope.at( tab ) ) );
155 }
156
157 wnoutrefresh( w_missions );
158 } );
159
160 while( true ) {
161 umissions.clear();
162 if( tab < tab_mode::FIRST_TAB || tab >= tab_mode::NUM_TABS ) {
163 debugmsg( "The sanity check failed because tab=%d", static_cast<int>( tab ) );
164 tab = tab_mode::FIRST_TAB;
165 }
166 switch( tab ) {
168 umissions = u.get_active_missions();
169 break;
170 case tab_mode::TAB_COMPLETED:
171 umissions = u.get_completed_missions();
172 break;
173 case tab_mode::TAB_FAILED:
174 umissions = u.get_failed_missions();
175 break;
176 default:
177 break;
178 }
179 if( ( !umissions.empty() && selection >= umissions.size() ) ||
180 ( umissions.empty() && selection != 0 ) ) {
181 debugmsg( "Sanity check failed: selection=%d, size=%d", static_cast<int>( selection ),
182 static_cast<int>( umissions.size() ) );
183 selection = 0;
184 }
186 const std::string action = ctxt.handle_input();
187 if( action == "RIGHT" ) {
188 tab = static_cast<tab_mode>( static_cast<int>( tab ) + 1 );
189 if( tab >= tab_mode::NUM_TABS ) {
190 tab = tab_mode::FIRST_TAB;
191 }
192 selection = 0;
193 } else if( action == "LEFT" ) {
194 tab = static_cast<tab_mode>( static_cast<int>( tab ) - 1 );
195 if( tab < tab_mode::FIRST_TAB ) {
196 tab = tab_mode::LAST_TAB;
197 }
198 selection = 0;
199 } else if( action == "DOWN" ) {
200 selection++;
201 if( selection >= umissions.size() ) {
202 selection = 0;
203 }
204 } else if( action == "UP" ) {
205 if( selection == 0 ) {
206 selection = umissions.empty() ? 0 : umissions.size() - 1;
207 } else {
208 selection--;
209 }
210 } else if( action == "CONFIRM" ) {
211 if( tab == tab_mode::TAB_ACTIVE && selection < umissions.size() ) {
212 u.set_active_mission( *umissions[selection] );
213 }
214 break;
215 } else if( action == "QUIT" ) {
216 break;
217 }
218 }
219}
std::string to_string_approx(const time_duration &dur, const bool verbose)
Returns approximate duration.
Definition: calendar.cpp:361
bool has_watch() const
Returns true if the player or their vehicle has a watch.
Definition: character.cpp:844
void set_active_mission(mission &cur_mission)
Set which mission is active.
Definition: avatar.cpp:206
mission * get_active_mission() const
Returns the mission that is currently active.
Definition: avatar.cpp:185
std::vector< mission * > get_completed_missions() const
Definition: avatar.cpp:175
std::vector< mission * > get_active_missions() const
Definition: avatar.cpp:170
std::vector< mission * > get_failed_missions() const
Definition: avatar.cpp:180
A point in the game time.
Definition: calendar.h:431
nc_color hilite(const nc_color &c)
Definition: color.cpp:509
void draw_tabs(const catacurses::window &w, const std::vector< std::string > &tab_texts, size_t current_tab)
Definition: output.cpp:1274
void draw_border_below_tabs(const catacurses::window &w, nc_color border_color)
Definition: output.cpp:587
int fold_and_print(const catacurses::window &w, const point &begin, int width, const nc_color &base_color, const std::string &text, const char split)
Fold and print text in the given window.
Definition: output.cpp:299
#define LINE_XXOX
Definition: output.h:46
#define BORDER_COLOR
Definition: output.h:135
std::string replace_all(std::string input, const std::string &what, const std::string &with)
Replace all occurences of 'what' within 'input' with 'with'.
#define translate_marker(x)
Marks a string literal to be extracted for translation.
Definition: translations.h:30
catacurses::window new_centered_win(int nlines, int ncols)
Definition: ui.cpp:30

References _, action, BORDER_COLOR, c_light_green, c_light_red, c_white, debugmsg, Character::disp_name(), draw_border_below_tabs(), draw_scrollbar(), draw_tabs(), fold_and_print(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, avatar::get_active_mission(), avatar::get_active_missions(), avatar::get_completed_missions(), avatar::get_failed_missions(), catacurses::getmaxx(), Character::global_omt_location(), input_context::handle_input(), Character::has_watch(), hilite(), LINE_OXXX, LINE_XOXO, LINE_XXOX, mvwprintz(), mvwputch(), new_centered_win(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), replace_all(), avatar::set_active_mission(), string_format(), anonymous_namespace{bionics_ui.cpp}::TAB_ACTIVE, coords::coord_point< Point, Origin, Scale >::to_string(), to_string(), to_string_approx(), translate_marker, trim_and_print(), calendar::turn, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by handle_action().

◆ list_monsters()

game::vmenu_ret game::list_monsters ( const std::vector< Creature * > &  monster_list)
private

Definition at line 7789 of file game.cpp.

7790{
7791 const int iInfoHeight = 15;
7792 const int width = 45;
7793 int offsetX = 0;
7794 int iMaxRows = 0;
7795
7796 catacurses::window w_monsters;
7797 catacurses::window w_monsters_border;
7798 catacurses::window w_monster_info;
7799 catacurses::window w_monster_info_border;
7800
7801 Creature *cCurMon = nullptr;
7802 tripoint iActivePos;
7803
7804 bool hide_ui = false;
7805
7806 ui_adaptor ui;
7807 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7808 if( hide_ui ) {
7809 ui.position( point_zero, point_zero );
7810 } else {
7811 offsetX = TERMX - width;
7812 iMaxRows = TERMY - iInfoHeight - 1;
7813
7814 w_monsters = catacurses::newwin( iMaxRows, width - 2, point( offsetX + 1,
7815 1 ) );
7816 w_monsters_border = catacurses::newwin( iMaxRows + 1, width, point( offsetX,
7817 0 ) );
7818 w_monster_info = catacurses::newwin( iInfoHeight - 2, width - 2,
7819 point( offsetX + 1, TERMY - iInfoHeight + 1 ) );
7820 w_monster_info_border = catacurses::newwin( iInfoHeight, width, point( offsetX,
7821 TERMY - iInfoHeight ) );
7822
7823 if( cCurMon ) {
7824 centerlistview( iActivePos, width );
7825 }
7826
7827 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7828 }
7829 } );
7830 ui.mark_resize();
7831
7832 const int max_gun_range = u.weapon.gun_range( &u );
7833
7834 const tripoint stored_view_offset = u.view_offset;
7836
7837 int iActive = 0; // monster index that we're looking at
7838
7839 std::string action;
7840 input_context ctxt( "LIST_MONSTERS" );
7841 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7842 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7843 ctxt.register_action( "NEXT_TAB" );
7844 ctxt.register_action( "PREV_TAB" );
7845 ctxt.register_action( "SAFEMODE_BLACKLIST_ADD" );
7846 ctxt.register_action( "SAFEMODE_BLACKLIST_REMOVE" );
7847 ctxt.register_action( "QUIT" );
7848 if( bVMonsterLookFire ) {
7849 ctxt.register_action( "look" );
7850 ctxt.register_action( "fire" );
7851 }
7852 ctxt.register_action( "HELP_KEYBINDINGS" );
7853
7854 // first integer is the row the attitude category string is printed in the menu
7855 std::map<int, Creature::Attitude> mSortCategory;
7856
7857 for( int i = 0, last_attitude = -1; i < static_cast<int>( monster_list.size() ); i++ ) {
7858 const auto attitude = monster_list[i]->attitude_to( u );
7859 if( attitude != last_attitude ) {
7860 mSortCategory[i + mSortCategory.size()] = attitude;
7861 last_attitude = attitude;
7862 }
7863 }
7864
7865 ui.on_redraw( [&]( const ui_adaptor & ) {
7866 if( !hide_ui ) {
7867 draw_custom_border( w_monsters_border, true, true, true, true, true, true, LINE_XOXO, LINE_XOXO );
7868 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7869 true );
7870
7871 mvwprintz( w_monsters_border, point( 2, 0 ), c_light_green, "<Tab> " );
7872 wprintz( w_monsters_border, c_white, _( "Monsters" ) );
7873
7874 if( monster_list.empty() ) {
7875 werase( w_monsters );
7876 mvwprintz( w_monsters, point( 2, iMaxRows / 3 ), c_white,
7877 _( "You don't see any monsters around you!" ) );
7878 } else {
7879 werase( w_monsters );
7880
7881 const int iNumMonster = monster_list.size();
7882 const int iMenuSize = monster_list.size() + mSortCategory.size();
7883
7884 const int numw = iNumMonster > 999 ? 4 :
7885 iNumMonster > 99 ? 3 :
7886 iNumMonster > 9 ? 2 : 1;
7887
7888 // given the currently selected monster iActive. get the selected row
7889 int iSelPos = iActive;
7890 for( auto &ia : mSortCategory ) {
7891 int index = ia.first;
7892 if( index <= iSelPos ) {
7893 ++iSelPos;
7894 } else {
7895 break;
7896 }
7897 }
7898 int iStartPos = 0;
7899 // use selected row get the start row
7900 calcStartPos( iStartPos, iSelPos, iMaxRows - 1, iMenuSize );
7901
7902 // get first visible monster and category
7903 int iCurMon = iStartPos;
7904 auto CatSortIter = mSortCategory.cbegin();
7905 while( CatSortIter != mSortCategory.cend() && CatSortIter->first < iStartPos ) {
7906 ++CatSortIter;
7907 --iCurMon;
7908 }
7909
7910 const auto endY = std::min<int>( iMaxRows - 1, iMenuSize );
7911 for( int y = 0; y < endY; ++y ) {
7912 if( CatSortIter != mSortCategory.cend() ) {
7913 const int iCurPos = iStartPos + y;
7914 const int iCatPos = CatSortIter->first;
7915 if( iCurPos == iCatPos ) {
7916 const std::string cat_name = Creature::get_attitude_ui_data(
7917 CatSortIter->second ).first.translated();
7918 mvwprintz( w_monsters, point( 1, y ), c_magenta, cat_name );
7919 ++CatSortIter;
7920 continue;
7921 }
7922 }
7923 // select current monster
7924 const auto critter = monster_list[iCurMon];
7925 const bool selected = iCurMon == iActive;
7926 ++iCurMon;
7927 if( critter->sees( g->u ) ) {
7928 mvwprintz( w_monsters, point( 0, y ), c_yellow, "!" );
7929 }
7930 bool is_npc = false;
7931 const monster *m = dynamic_cast<monster *>( critter );
7932 const npc *p = dynamic_cast<npc *>( critter );
7933 nc_color name_color = critter->basic_symbol_color();
7934
7935 if( selected ) {
7936 name_color = hilite( name_color );
7937 }
7938
7939 if( m != nullptr ) {
7940 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, m->name() );
7941 } else {
7942 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, critter->disp_name() );
7943 is_npc = true;
7944 }
7945
7946 if( selected && !get_safemode().empty() ) {
7947 const std::string monName = is_npc ? get_safemode().npc_type_name() : m->name();
7948
7949 std::string sSafemode;
7950 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7951 sSafemode = _( "<R>emove from safemode Blacklist" );
7952 } else {
7953 sSafemode = _( "<A>dd to safemode Blacklist" );
7954 }
7955
7956 shortcut_print( w_monsters, point( 2, getmaxy( w_monsters ) - 1 ),
7957 c_white, c_light_green, sSafemode );
7958 }
7959
7961 std::string sText;
7962
7963 if( m != nullptr ) {
7964 m->get_HP_Bar( color, sText );
7965 } else {
7966 std::tie( sText, color ) =
7967 ::get_hp_bar( critter->get_hp(), critter->get_hp_max(), false );
7968 }
7969 mvwprintz( w_monsters, point( width - 25, y ), color, sText );
7970
7971 if( m != nullptr ) {
7972 const auto att = m->get_attitude();
7973 sText = att.first;
7974 color = att.second;
7975 } else if( p != nullptr ) {
7976 sText = npc_attitude_name( p->get_attitude() );
7977 color = p->symbol_color();
7978 }
7979 mvwprintz( w_monsters, point( width - 19, y ), color, sText );
7980
7981 const int mon_dist = rl_dist( u.pos(), critter->pos() );
7982 const int numd = mon_dist > 999 ? 4 :
7983 mon_dist > 99 ? 3 :
7984 mon_dist > 9 ? 2 : 1;
7985
7986 trim_and_print( w_monsters, point( width - ( 8 + numd ), y ), 6 + numd,
7987 selected ? c_light_green : c_light_gray,
7988 "%*d %s",
7989 numd, mon_dist,
7990 direction_name_short( direction_from( u.pos(), critter->pos() ) ) );
7991 }
7992
7993 mvwprintz( w_monsters_border, point( ( width / 2 ) - numw - 2, 0 ), c_light_green, " %*d", numw,
7994 iActive + 1 );
7995 wprintz( w_monsters_border, c_white, " / %*d ", numw, static_cast<int>( monster_list.size() ) );
7996
7997 werase( w_monster_info );
7998 if( cCurMon ) {
7999 cCurMon->print_info( w_monster_info, 1, iInfoHeight - 3, 1 );
8000 }
8001
8002 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
8003 true );
8004
8005 if( bVMonsterLookFire ) {
8006 mvwprintw( w_monster_info_border, point_east, "< " );
8007 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "look" ) );
8008 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to look around" ) );
8009
8010 if( cCurMon && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8011 wprintw( w_monster_info_border, " " );
8012 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "fire" ) );
8013 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to shoot" ) );
8014 }
8015 wprintw( w_monster_info_border, " >" );
8016 }
8017
8018 draw_scrollbar( w_monsters_border, iActive, iMaxRows, static_cast<int>( monster_list.size() ),
8019 point_south );
8020 }
8021
8022 wnoutrefresh( w_monsters_border );
8023 wnoutrefresh( w_monster_info_border );
8024 wnoutrefresh( w_monsters );
8025 wnoutrefresh( w_monster_info );
8026 }
8027 } );
8028
8029 cata::optional<tripoint> trail_start;
8030 cata::optional<tripoint> trail_end;
8031 bool trail_end_x = false;
8032 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
8033 trail_end_x );
8034 add_draw_callback( trail_cb );
8035
8036 do {
8037 if( action == "UP" ) {
8038 iActive--;
8039 if( iActive < 0 ) {
8040 if( monster_list.empty() ) {
8041 iActive = 0;
8042 } else {
8043 iActive = static_cast<int>( monster_list.size() ) - 1;
8044 }
8045 }
8046 } else if( action == "DOWN" ) {
8047 iActive++;
8048 if( iActive >= static_cast<int>( monster_list.size() ) ) {
8049 iActive = 0;
8050 }
8051 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
8052 u.view_offset = stored_view_offset;
8054 } else if( action == "SAFEMODE_BLACKLIST_REMOVE" ) {
8055 const auto m = dynamic_cast<monster *>( cCurMon );
8056 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8057
8058 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
8060 }
8061 } else if( action == "SAFEMODE_BLACKLIST_ADD" ) {
8062 if( !get_safemode().empty() ) {
8063 const auto m = dynamic_cast<monster *>( cCurMon );
8064 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8065
8066 get_safemode().add_rule( monName, Creature::A_ANY, get_option<int>( "SAFEMODEPROXIMITY" ),
8068 }
8069 } else if( action == "look" ) {
8070 hide_ui = true;
8071 ui.mark_resize();
8072 look_around();
8073 hide_ui = false;
8074 ui.mark_resize();
8075 } else if( action == "fire" ) {
8076 if( cCurMon != nullptr && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8077 u.last_target = shared_from( *cCurMon );
8079 u.view_offset = stored_view_offset;
8080 return game::vmenu_ret::FIRE;
8081 }
8082 }
8083
8084 if( iActive >= 0 && static_cast<size_t>( iActive ) < monster_list.size() ) {
8085 cCurMon = monster_list[iActive];
8086 iActivePos = cCurMon->pos() - u.pos();
8087 centerlistview( iActivePos, width );
8088 trail_start = u.pos();
8089 trail_end = cCurMon->pos();
8090 // Actually accessed from the terrain overlay callback `trail_cb` in the
8091 // call to `ui_manager::redraw`.
8092 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
8093 trail_end_x = false;
8094 } else {
8095 cCurMon = nullptr;
8096 iActivePos = tripoint_zero;
8097 u.view_offset = stored_view_offset;
8098 trail_start = trail_end = cata::nullopt;
8099 }
8101
8103
8104 action = ctxt.handle_input();
8105 } while( action != "QUIT" );
8106
8107 u.view_offset = stored_view_offset;
8108
8109 return game::vmenu_ret::QUIT;
8110}
double recoil
Definition: character.h:561
nc_color symbol_color() const override
Color's character's tile's background.
Definition: character.cpp:6109
static const std::pair< translation, nc_color > & get_attitude_ui_data(Attitude att)
Creature Attitude as String and color.
Definition: creature.cpp:1860
virtual const tripoint & pos() const =0
virtual int print_info(const catacurses::window &w, int vStart, int vLines, int column) const =0
Write information about this creature.
shared_ptr_fast< T > shared_from(const T &critter)
Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).
Definition: game.cpp:4692
bool bVMonsterLookFire
Definition: game.h:1056
int gun_range(const player *p) const
The weapons range in map squares.
Definition: item.cpp:7195
npc_attitude get_attitude() const
Definition: npc.cpp:3139
weak_ptr_fast< Creature > last_target
Definition: player.h:595
bool has_rule(const std::string &rule_in, Creature::Attitude attitude_in)
void remove_rule(const std::string &rule_in, Creature::Attitude attitude_in)
static nc_color color(const T_t &t)
@ RULE_BLACKLISTED
Definition: enums.h:54
constexpr double MAX_RECOIL
std::string npc_attitude_name(npc_attitude att)
Definition: npc.cpp:2545
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
size_t shortcut_print(const catacurses::window &w, const point &p, nc_color text_color, nc_color shortcut_color, const std::string &fmt)
Definition: output.cpp:1543

References _, Creature::A_ANY, action, add_draw_callback(), safemode::add_rule(), bVMonsterLookFire, c_light_gray, c_light_green, c_magenta, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, color(), create_trail_callback(), direction_from(), direction_name_short(), draw_custom_border(), draw_scrollbar(), FIRE, g, npc::get_attitude(), Creature::get_attitude_ui_data(), get_hp_bar(), get_safemode(), catacurses::getmaxy(), item::gun_range(), input_context::handle_input(), safemode::has_rule(), hilite(), invalidate_main_ui_adaptor(), player::last_target, LINE_XOXO, LINE_XOXX, LINE_XXXO, look_around(), m, MAX_RECOIL, catacurses::mvwprintw(), mvwprintz(), map::name(), catacurses::newwin(), npc_attitude_name(), safemode::npc_type_name(), cata::nullopt, point_east, point_south, point_zero, Creature::pos(), Character::pos(), input_context::press_x(), Creature::print_info(), QUIT, Character::recoil, ui_manager::redraw(), input_context::register_action(), safemode::remove_rule(), rl_dist(), RULE_BLACKLISTED, shared_from(), shortcut_print(), Character::symbol_color(), TERMX, TERMY, to_translation(), trim_and_print(), tripoint_zero, u, player::view_offset, Character::weapon, catacurses::werase(), catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ load() [1/2]

bool game::load ( const save_t name)
private

Definition at line 2617 of file game.cpp.

2618{
2621 popup.message( "%s", _( "Please wait…\nLoading the save…" ) );
2624
2625 using namespace std::placeholders;
2626
2627 const std::string worldpath = get_world_base_save_path() + "/";
2628 const std::string playerpath = worldpath + name.base_path();
2629
2630 // Now load up the master game data; factions (and more?)
2631 load_master();
2632 u = avatar();
2633 u.name = name.player_name();
2634 // This should be initialized more globally (in player/Character constructor)
2636 if( !read_from_file( playerpath + SAVE_EXTENSION, std::bind( &game::unserialize, this, _1 ) ) ) {
2637 return false;
2638 }
2639
2641
2643
2644 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_LOG,
2645 std::bind( &memorial_logger::load, &memorial(), _1 ) );
2646
2647#if defined(__ANDROID__)
2648 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_SHORTCUTS,
2649 std::bind( &game::load_shortcuts, this, _1 ) );
2650#endif
2651
2652 // Now that the player's worn items are updated, their sight limits need to be
2653 // recalculated. (This would be cleaner if u.worn were private.)
2655
2656 if( !gamemode ) {
2657 gamemode = std::make_unique<special_game>();
2658 }
2659
2660 safe_mode = get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF;
2661 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
2662
2663 init_autosave();
2664 get_auto_pickup().load_character(); // Load character auto pickup rules
2665 get_auto_notes_settings().load(); // Load character auto notes settings
2666 get_safemode().load_character(); // Load character safemode rules
2667 zone_manager::get_manager().load_zones(); // Load character world zones
2668 read_from_file_optional( get_world_base_save_path() + "/uistate.json", []( std::istream & stream ) {
2669 JsonIn jsin( stream );
2670 uistate.deserialize( jsin );
2671 } );
2672 reload_npcs();
2677 update_map( u );
2678 for( auto &e : u.inv_dump() ) {
2679 e->set_owner( g->u );
2680 }
2681 // legacy, needs to be here as we access the map.
2682 if( !u.getID().is_valid() ) {
2683 // player does not have a real id, so assign a new one,
2684 u.setID( assign_npc_id() );
2685 // The vehicle stores the IDs of the boarded players, so update it, too.
2686 if( u.in_vehicle ) {
2688 u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
2689 vp->part().passenger_id = u.getID();
2690 }
2691 }
2692 }
2693
2694 // populate calendar caches now, after active world is set, but before we do
2695 // anything else, to ensure they pick up the correct value from the save's
2696 // worldoptions
2697 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
2698 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
2699
2700 u.reset();
2701
2702 return true;
2703}
bool read_from_file(const std::string &path, const std::function< void(std::istream &)> &reader)
Try to open and read from given file using the given callback.
bool read_from_file_optional(const std::string &path, const std::function< void(std::istream &)> &reader)
void setID(character_id i, bool force=false)
Definition: character.cpp:466
std::vector< item * > inv_dump()
Definition: character.cpp:8959
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1703
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3622
Definition: json.h:177
Definition: avatar.h:54
void load_map_memory()
Definition: avatar.cpp:134
bool is_valid() const
Definition: character_id.h:19
void validate_linked_vehicles()
validate towed vehicles so they get linked up again after a load
Definition: game.cpp:1982
void reload_npcs()
Unloads, then loads the NPCs.
Definition: game.cpp:962
void validate_camps()
validate camps to ensure they are on the overmap list
Definition: game.cpp:2040
void load_master()
Definition: game.cpp:2586
void validate_mounted_npcs()
Definition: game.cpp:1997
character_id assign_npc_id()
Definition: game.cpp:3703
void unserialize(std::istream &fin)
Definition: savegame.cpp:167
void init_autosave()
Definition: game.cpp:11326
void validate_npc_followers()
validate list of followers to account for overmap buffers
Definition: game.cpp:2016
void load(std::istream &fin)
Loads the data in a memorial file from the given ifstream.
void load_character()
Create a popup on the UI stack that gets displayed but receives no input itself.
Definition: popup.h:276
void deserialize(const JsonObject &jo)
time_point nextweather
Definition: weather.h:205
void load_zones()
Definition: clzones.cpp:1216
static const std::string SAVE_EXTENSION(".sav")
static const std::string SAVE_EXTENSION_SHORTCUTS(".shortcuts")
static const std::string SAVE_EXTENSION_LOG(".log")
void set_season_length(int dur)
Definition: calendar.cpp:478
void set_eternal_season(bool is_eternal_season)
Definition: calendar.cpp:470

References _, assign_npc_id(), uistatedata::deserialize(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), zone_manager::get_manager(), get_safemode(), get_weather, get_world_base_save_path(), Character::getID(), Character::in_vehicle, init_autosave(), Character::inv_dump(), character_id::is_valid(), auto_notes::auto_note_settings::load(), memorial_logger::load(), auto_pickup::player_settings::load_character(), safemode::load_character(), avatar::load_map_memory(), load_master(), zone_manager::load_zones(), m, memorial(), mostseen, Character::name, om_direction::name(), weather_manager::nextweather, optional_vpart_position::part_with_feature(), popup(), Character::pos(), read_from_file(), read_from_file_optional(), Character::recalc_sight_limits(), ui_manager::redraw(), refresh_display(), reload_npcs(), Character::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), calendar::set_eternal_season(), calendar::set_season_length(), Character::setID(), calendar::start_of_cataclysm, calendar::turn, u, uistate, unserialize(), update_map(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), validate_npc_followers(), map::veh_at(), and Character::weapon.

◆ load() [2/2]

bool game::load ( const std::string &  world)

Attempt to load first valid save (if any) in world.

Definition at line 2593 of file game.cpp.

2594{
2595 world_generator->init();
2596 const WORLDPTR wptr = world_generator->get_world( world );
2597 if( !wptr ) {
2598 return false;
2599 }
2600 if( wptr->world_saves.empty() ) {
2601 debugmsg( "world '%s' contains no saves", world );
2602 return false;
2603 }
2604
2605 try {
2606 world_generator->set_active_world( wptr );
2607 g->setup();
2608 g->load( wptr->world_saves.front() );
2609 } catch( const std::exception &err ) {
2610 debugmsg( "cannot load world '%s': %s", world, err.what() );
2611 return false;
2612 }
2613
2614 return true;
2615}
std::vector< save_t > world_saves
Definition: worldfactory.h:61

References debugmsg, g, world_generator, and WORLD::world_saves.

Referenced by quickload().

◆ load_core_data()

void game::load_core_data ( loading_ui ui)

Loads core dynamic data.

May throw.

Definition at line 440 of file game.cpp.

441{
442 // core data can be loaded only once and must be first
443 // anyway.
445
447}
void unload_data()
Deletes and unloads all the data previously loaded with load_data_from_path.
Definition: init.cpp:524
std::string jsondir()
Definition: path_info.cpp:230

References DynamicDataLoader::get_instance(), PATH_INFO::jsondir(), load_data_from_dir(), and DynamicDataLoader::unload_data().

Referenced by check_mod_data(), dump_stats(), and setup().

◆ load_data_from_dir()

void game::load_data_from_dir ( const std::string &  path,
const std::string &  src,
loading_ui ui 
)
protected

Loads dynamic data from the given directory.

May throw.

Definition at line 449 of file game.cpp.

450{
452}
void load_data_from_path(const std::string &path, const std::string &src, loading_ui &ui)
Load all data from json files located in the path (recursive).
Definition: init.cpp:454

References DynamicDataLoader::get_instance(), and DynamicDataLoader::load_data_from_path().

Referenced by check_mod_data(), load_core_data(), and load_packs().

◆ load_map() [1/2]

void game::load_map ( const tripoint pos_sm)

Load the main map at given location, see map::load, in global, absolute submap coordinates.

Definition at line 636 of file game.cpp.

637{
638 // TODO: fix point types
639 load_map( tripoint_abs_sm( pos_sm ) );
640}
void load_map(const tripoint &pos_sm)
Load the main map at given location, see map::load, in global, absolute submap coordinates.
Definition: game.cpp:636
coords::coord_point< tripoint, coords::origin::abs, coords::sm > tripoint_abs_sm
Definition: coordinates.h:490

References load_map().

Referenced by load_map(), place_player_overmap(), start_game(), and unserialize().

◆ load_map() [2/2]

void game::load_map ( const tripoint_abs_sm pos_sm)

Definition at line 642 of file game.cpp.

643{
644 m.load( pos_sm, true );
645 grid_tracker_ptr->load( m );
646}
void load(const tripoint &w, bool update_vehicles)
Load submaps into grid.
Definition: map.cpp:6601

References grid_tracker_ptr, map::load(), and m.

◆ load_master()

void game::load_master ( )
private

Definition at line 2586 of file game.cpp.

2587{
2588 using namespace std::placeholders;
2589 const auto datafile = get_world_base_save_path() + "/" + SAVE_MASTER;
2590 read_from_file_optional( datafile, std::bind( &game::unserialize_master, this, _1 ) );
2591}
void unserialize_master(std::istream &fin)
Definition: savegame.cpp:1188
static const std::string SAVE_MASTER("master.gsav")

References get_world_base_save_path(), read_from_file_optional(), SAVE_MASTER(), and unserialize_master().

Referenced by load(), and start_game().

◆ load_npcs()

void game::load_npcs ( )

Makes any nearby NPCs on the overmap active.

Definition at line 900 of file game.cpp.

901{
902 const int radius = HALF_MAPSIZE - 1;
903 // uses submap coordinates
904 std::vector<shared_ptr_fast<npc>> just_added;
905 for( const auto &temp : overmap_buffer.get_npcs_near_player( radius ) ) {
906 const character_id &id = temp->getID();
907 const auto found = std::find_if( active_npc.begin(), active_npc.end(),
908 [id]( const shared_ptr_fast<npc> &n ) {
909 return n->getID() == id;
910 } );
911 if( found != active_npc.end() ) {
912 continue;
913 }
914 if( temp->is_active() ) {
915 continue;
916 }
917 if( temp->has_companion_mission() ) {
918 continue;
919 }
920
921 const tripoint sm_loc = temp->global_sm_location();
922 // NPCs who are out of bounds before placement would be pushed into bounds
923 // This can cause NPCs to teleport around, so we don't want that
924 if( sm_loc.x < get_levx() || sm_loc.x >= get_levx() + MAPSIZE ||
925 sm_loc.y < get_levy() || sm_loc.y >= get_levy() + MAPSIZE ||
926 ( sm_loc.z != get_levz() && !m.has_zlevels() ) ) {
927 continue;
928 }
929
930 add_msg( m_debug, "game::load_npcs: Spawning static NPC, %d:%d:%d (%d:%d:%d)",
931 get_levx(), get_levy(), get_levz(), sm_loc.x, sm_loc.y, sm_loc.z );
932 temp->place_on_map();
933 if( !m.inbounds( temp->pos() ) ) {
934 continue;
935 }
936 // In the rare case the npc was marked for death while
937 // it was on the overmap. Kill it.
938 if( temp->marked_for_death ) {
939 temp->die( nullptr );
940 } else {
941 active_npc.push_back( temp );
942 just_added.push_back( temp );
943 }
944 }
945
946 for( const auto &npc : just_added ) {
947 npc->on_load();
948 }
949
950 npcs_dirty = false;
951}
void on_load()
Retroactively update npc.
Definition: npc.cpp:2658
static constexpr int MAPSIZE

References active_npc, add_msg(), get_levx(), get_levy(), get_levz(), overmapbuffer::get_npcs_near_player(), HALF_MAPSIZE, map::has_zlevels(), map::inbounds(), m, m_debug, MAPSIZE, npcs_dirty, npc::on_load(), overmap_buffer, tripoint::x, tripoint::y, and tripoint::z.

Referenced by do_turn(), perhaps_add_random_npc(), place_player_overmap(), reload_npcs(), save_cyborg(), spawn_hallucination(), start_game(), and update_map().

◆ load_packs()

bool game::load_packs ( const std::string &  msg,
const std::vector< mod_id > &  packs,
loading_ui ui 
)

Load content packs.

Parameters
msgstring to display whilst loading prompt
packscontent packs to load in correct dependent order
uistructure for load progress display
Returns
true if all packs were found, false if any were missing

Definition at line 2741 of file game.cpp.

2742{
2743 ui.new_context( msg );
2744 std::vector<mod_id> missing;
2745 std::vector<mod_id> available;
2746
2747 for( const mod_id &e : packs ) {
2748 if( e.is_valid() ) {
2749 available.emplace_back( e );
2750 ui.add_entry( e->name() );
2751 } else {
2752 missing.push_back( e );
2753 }
2754 }
2755
2756 ui.show();
2757 for( const auto &e : available ) {
2758 const MOD_INFORMATION &mod = *e;
2759 load_data_from_dir( mod.path, mod.ident.str(), ui );
2760 ui.proceed();
2761 }
2762
2763 for( const auto &e : missing ) {
2764 debugmsg( "unknown content %s", e.c_str() );
2765 }
2766
2767 return missing.empty();
2768}

References available, string_id< T >::c_str(), debugmsg, string_id< T >::is_valid(), load_data_from_dir(), and MOD_INFORMATION::name().

Referenced by dump_stats().

◆ load_static_data()

void game::load_static_data ( )

Loads static data that does not depend on mods or similar.

Definition at line 326 of file game.cpp.

327{
328 // UI stuff, not mod-specific per definition
329 inp_mngr.init(); // Load input config JSON
330 // Init mappings for loading the json stuff
332 fullscreen = false;
333 was_fullscreen = false;
334 show_panel_adm = false;
336
337 // These functions do not load stuff from json.
338 // The content they load/initialize is hardcoded into the program.
339 // Therefore they can be loaded here.
340 // If this changes (if they load data from json), they have to
341 // be moved to game::load_mod or game::load_core_data
342
345}
bool was_fullscreen
Definition: game.h:1038
bool fullscreen
Definition: game.h:1037
void init()
Initializes the input manager, aka loads the input mapping configuration JSON.
Definition: input.cpp:111
void init()
Definition: panels.cpp:2310
void load_global()

References fullscreen, get_auto_pickup(), DynamicDataLoader::get_instance(), panel_manager::get_manager(), get_safemode(), input_manager::init(), panel_manager::init(), inp_mngr, auto_pickup::player_settings::load_global(), safemode::load_global(), show_panel_adm, and was_fullscreen.

◆ load_world_modfiles()

void game::load_world_modfiles ( loading_ui ui)

Loads core data and mods from the active world.

May throw.

Definition at line 2705 of file game.cpp.

2706{
2707 auto &mods = world_generator->active_world->active_mod_order;
2708
2709 // remove any duplicates whilst preserving order (fixes #19385)
2710 std::set<mod_id> found;
2711 mods.erase( std::remove_if( mods.begin(), mods.end(), [&found]( const mod_id & e ) {
2712 if( found.count( e ) ) {
2713 return true;
2714 } else {
2715 found.insert( e );
2716 return false;
2717 }
2718 } ), mods.end() );
2719
2720 // require at least one core mod (saves before version 6 may implicitly require dda pack)
2721 if( std::none_of( mods.begin(), mods.end(), []( const mod_id & e ) {
2722 return e->core;
2723} ) ) {
2724 mods.insert( mods.begin(), mod_id( "dda" ) );
2725 }
2726
2728 // this code does not care about mod dependencies,
2729 // it assumes that those dependencies are static and
2730 // are resolved during the creation of the world.
2731 // That means world->active_mod_order contains a list
2732 // of mods in the correct order.
2733 load_packs( _( "Loading files" ), mods, ui );
2734
2735 // Load additional mods from that world-specific folder
2736 load_data_from_dir( get_world_base_save_path() + "/mods", "custom", ui );
2737
2739}
void load_artifacts(const std::string &path)
Definition: artifact.cpp:1098
static const std::string SAVE_ARTIFACTS("artifacts.gsav")

References world_generator.

Referenced by setup().

◆ look_around() [1/2]

cata::optional< tripoint > game::look_around ( )

Definition at line 6648 of file game.cpp.

6649{
6651 look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
6652 false );
6653 return result.position;
6654}

References center, look_around(), Character::pos(), u, and player::view_offset.

Referenced by handle_action(), list_monsters(), look_around(), peek(), and zones_manager().

◆ look_around() [2/2]

look_around_result game::look_around ( bool  show_window,
tripoint center,
const tripoint start_point,
bool  has_first_point,
bool  select_zone,
bool  peeking,
bool  is_moving_zone = false,
const tripoint end_point = tripoint_zero 
)
Parameters
show_windowdisplay the info window that holds the tile information in the position.
centerused to calculate the u.view_offset, could center the screen to the position it represents
start_pointthe start point of the targeting zone, also the initial local position of the cursor
has_first_pointshould be true if the first point has been selected when editing the zone
select_zonetrue if the zone is being edited
peekingdetermines if the player is peeking
is_moving_zonetrue if the zone is being moved, false by default
end_pointthe end point of the targeting zone, only used if is_moving_zone is true, default is tripoint_zero
Returns
look_around_result

Definition at line 6656 of file game.cpp.

6659{
6660 bVMonsterLookFire = false;
6661 // TODO: Make this `true`
6662 const bool allow_zlev_move = m.has_zlevels() && get_option<bool>( "FOV_3D" );
6663
6665
6666 tripoint lp = is_moving_zone ? ( start_point + end_point ) / 2 : start_point; // cursor
6667 int &lx = lp.x;
6668 int &ly = lp.y;
6669 int &lz = lp.z;
6670
6671 int soffset = get_option<int>( "FAST_SCROLL_OFFSET" );
6672 bool fast_scroll = false;
6673
6674 std::unique_ptr<ui_adaptor> ui;
6675 catacurses::window w_info;
6676 if( show_window ) {
6677 ui = std::make_unique<ui_adaptor>();
6678 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
6679 int panel_width = panel_manager::get_manager().get_current_layout().begin()->get_width();
6681
6682 // If particularly small, base height on panel width irrespective of other elements.
6683 // Value here is attempting to get a square-ish result assuming 1x2 proportioned font.
6684 if( height < panel_width / 2 ) {
6685 height = panel_width / 2;
6686 }
6687
6688 int la_y = 0;
6689 int la_x = TERMX - panel_width;
6690 std::string position = get_option<std::string>( "LOOKAROUND_POSITION" );
6691 if( position == "left" ) {
6692 if( get_option<std::string>( "SIDEBAR_POSITION" ) == "right" ) {
6694 } else {
6695 la_x = panel_manager::get_manager().get_width_left() - panel_width;
6696 }
6697 }
6698 int la_h = height;
6699 int la_w = panel_width;
6700 w_info = catacurses::newwin( la_h, la_w, point( la_x, la_y ) );
6701
6702 ui.position_from_window( w_info );
6703 } );
6704 ui->mark_resize();
6705 }
6706
6707 std::string action;
6708 input_context ctxt( "LOOK" );
6709 ctxt.set_iso( true );
6710 ctxt.register_directions();
6711 ctxt.register_action( "COORDINATE" );
6712 ctxt.register_action( "LEVEL_UP" );
6713 ctxt.register_action( "LEVEL_DOWN" );
6714 ctxt.register_action( "TOGGLE_FAST_SCROLL" );
6715 ctxt.register_action( "EXTENDED_DESCRIPTION" );
6716 ctxt.register_action( "SELECT" );
6717 if( peeking ) {
6718 ctxt.register_action( "throw_blind" );
6719 }
6720 if( !select_zone ) {
6721 ctxt.register_action( "TRAVEL_TO" );
6722 ctxt.register_action( "LIST_ITEMS" );
6723 }
6724 ctxt.register_action( "MOUSE_MOVE" );
6725 ctxt.register_action( "CENTER" );
6726
6727 ctxt.register_action( "debug_scent" );
6728 ctxt.register_action( "debug_scent_type" );
6729 ctxt.register_action( "debug_temp" );
6730 ctxt.register_action( "debug_visibility" );
6731 ctxt.register_action( "debug_lighting" );
6732 ctxt.register_action( "debug_radiation" );
6733 ctxt.register_action( "debug_submap_grid" );
6734 ctxt.register_action( "debug_hour_timer" );
6735 ctxt.register_action( "CONFIRM" );
6736 ctxt.register_action( "QUIT" );
6737 ctxt.register_action( "HELP_KEYBINDINGS" );
6738 if( use_tiles ) {
6739 ctxt.register_action( "zoom_out" );
6740 ctxt.register_action( "zoom_in" );
6741 }
6742#if defined(TILES)
6743 ctxt.register_action( "toggle_pixel_minimap" );
6744#endif // TILES
6745
6746 const int old_levz = get_levz();
6747 const int min_levz = std::max( old_levz - fov_3d_z_range, -OVERMAP_DEPTH );
6748 const int max_levz = std::min( old_levz + fov_3d_z_range, OVERMAP_HEIGHT );
6749
6750 m.update_visibility_cache( old_levz );
6752
6753 bool blink = true;
6755
6756 shared_ptr_fast<draw_callback_t> ter_indicator_cb;
6757
6758 if( show_window && ui ) {
6759 ui->on_redraw( [&]( const ui_adaptor & ) {
6760 werase( w_info );
6761 draw_border( w_info );
6762
6763 center_print( w_info, 0, c_white, string_format( _( "< <color_green>Look Around</color> >" ) ) );
6764
6765 std::string extended_descr_text = string_format( _( "%s - %s" ),
6766 ctxt.get_desc( "EXTENDED_DESCRIPTION" ),
6767 ctxt.get_action_name( "EXTENDED_DESCRIPTION" ) );
6768 std::string fast_scroll_text = string_format( _( "%s - %s" ),
6769 ctxt.get_desc( "TOGGLE_FAST_SCROLL" ),
6770 ctxt.get_action_name( "TOGGLE_FAST_SCROLL" ) );
6771#if defined(TILES)
6772 std::string pixel_minimap_text = string_format( _( "%s - %s" ),
6773 ctxt.get_desc( "toggle_pixel_minimap" ),
6774 ctxt.get_action_name( "toggle_pixel_minimap" ) );
6775#endif // TILES
6776
6777 center_print( w_info, getmaxy( w_info ) - 2, c_light_gray, extended_descr_text );
6778 mvwprintz( w_info, point( 1, getmaxy( w_info ) - 1 ), fast_scroll ? c_light_green : c_green,
6779 fast_scroll_text );
6780#if defined(TILES)
6781 right_print( w_info, getmaxy( w_info ) - 1, 1, pixel_minimap_option ? c_light_green : c_green,
6782 pixel_minimap_text );
6783#endif // TILES
6784
6785 int first_line = 1;
6786 const int last_line = getmaxy( w_info ) - 3;
6787 pre_print_all_tile_info( lp, w_info, first_line, last_line, cache );
6788
6789 wnoutrefresh( w_info );
6790 } );
6791 ter_indicator_cb = make_shared_fast<draw_callback_t>( [&]() {
6792 draw_look_around_cursor( lp, cache );
6793 } );
6794 add_draw_callback( ter_indicator_cb );
6795 }
6796
6797 cata::optional<tripoint> zone_start;
6798 cata::optional<tripoint> zone_end;
6799 bool zone_blink = false;
6800 bool zone_cursor = true;
6801 shared_ptr_fast<draw_callback_t> zone_cb = create_zone_callback( zone_start, zone_end, zone_blink,
6802 zone_cursor, is_moving_zone );
6803 add_draw_callback( zone_cb );
6804
6805 is_looking = true;
6806 const tripoint prev_offset = u.view_offset;
6807#if defined(TILES)
6808 const int prev_tileset_zoom = tileset_zoom;
6809 while( is_moving_zone && square_dist( start_point, end_point ) > 256 / get_zoom() &&
6810 get_zoom() != 4 ) {
6811 zoom_out();
6812 }
6814#endif
6815 do {
6816 u.view_offset = center - u.pos();
6817 if( select_zone ) {
6818 if( has_first_point ) {
6819 zone_start = start_point;
6820 zone_end = lp;
6821 } else {
6822 zone_start = lp;
6823 zone_end = cata::nullopt;
6824 }
6825 // Actually accessed from the terrain overlay callback `zone_cb` in the
6826 // call to `ui_manager::redraw`.
6827 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6828 zone_blink = blink;
6829 }
6830
6831 if( is_moving_zone ) {
6832 zone_start = lp - ( start_point + end_point ) / 2 + start_point;
6833 zone_end = lp - ( start_point + end_point ) / 2 + end_point;
6834 // Actually accessed from the terrain overlay callback `zone_cb` in the
6835 // call to `ui_manager::redraw`.
6836 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6837 zone_blink = blink;
6838 }
6841 if( ( select_zone && has_first_point ) || is_moving_zone ) {
6842 ctxt.set_timeout( BLINK_SPEED );
6843 }
6844
6845 //Wait for input
6846 // only specify a timeout here if "EDGE_SCROLL" is enabled
6847 // otherwise use the previously set timeout
6848 const tripoint edge_scroll = mouse_edge_scrolling_terrain( ctxt );
6849 const int scroll_timeout = get_option<int>( "EDGE_SCROLL" );
6850 const bool edge_scrolling = edge_scroll != tripoint_zero && scroll_timeout >= 0;
6851 if( edge_scrolling ) {
6852 action = ctxt.handle_input( scroll_timeout );
6853 } else {
6854 action = ctxt.handle_input();
6855 }
6856 if( ( action == "LEVEL_UP" || action == "LEVEL_DOWN" || action == "MOUSE_MOVE" ||
6857 ctxt.get_direction( action ) ) && ( ( select_zone && has_first_point ) || is_moving_zone ) ) {
6858 blink = true; // Always draw blink symbols when moving cursor
6859 } else if( action == "TIMEOUT" ) {
6860 blink = !blink;
6861 }
6862 if( action == "LIST_ITEMS" ) {
6864 } else if( action == "TOGGLE_FAST_SCROLL" ) {
6865 fast_scroll = !fast_scroll;
6866 } else if( action == "toggle_pixel_minimap" ) {
6868
6869 if( show_window && ui ) {
6870 ui->mark_resize();
6871 }
6872 } else if( action == "LEVEL_UP" || action == "LEVEL_DOWN" ) {
6873 if( !allow_zlev_move ) {
6874 continue;
6875 }
6876
6877 const int dz = ( action == "LEVEL_UP" ? 1 : -1 );
6878 lz = clamp( lz + dz, min_levz, max_levz );
6879 center.z = clamp( center.z + dz, min_levz, max_levz );
6880
6881 add_msg( m_debug, "levx: %d, levy: %d, levz: %d", get_levx(), get_levy(), center.z );
6882 u.view_offset.z = center.z - u.posz();
6884 } else if( action == "TRAVEL_TO" ) {
6885 if( !u.sees( lp ) ) {
6886 add_msg( _( "You can't see that destination." ) );
6887 continue;
6888 }
6889
6890 auto route = m.route( u.pos(), lp, u.get_pathfinding_settings(), u.get_path_avoid() );
6891 if( route.size() > 1 ) {
6892 route.pop_back();
6893 u.set_destination( route );
6894 } else {
6895 add_msg( m_info, _( "You can't travel there." ) );
6896 continue;
6897 }
6898 } else if( action == "debug_scent" || action == "debug_scent_type" ) {
6900 display_scent();
6901 }
6902 } else if( action == "debug_temp" ) {
6905 }
6906 } else if( action == "debug_lighting" ) {
6909 }
6910 } else if( action == "debug_transparency" ) {
6913 }
6914 } else if( action == "debug_radiation" ) {
6917 }
6918 } else if( action == "debug_submap_grid" ) {
6919 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
6920 } else if( action == "debug_hour_timer" ) {
6922 } else if( action == "EXTENDED_DESCRIPTION" ) {
6924 } else if( action == "CENTER" ) {
6925 center = u.pos();
6926 lp = u.pos();
6927 u.view_offset.z = 0;
6928 } else if( action == "MOUSE_MOVE" || action == "TIMEOUT" ) {
6929 // This block is structured this way so that edge scroll can work
6930 // whether the mouse is moving at the edge or simply stationary
6931 // at the edge. But even if edge scroll isn't in play, there's
6932 // other things for us to do here.
6933
6934 if( edge_scrolling ) {
6935 center += action == "MOUSE_MOVE" ? edge_scroll * 2 : edge_scroll;
6936 } else if( action == "MOUSE_MOVE" ) {
6937 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
6938 if( mouse_pos ) {
6939 lx = mouse_pos->x;
6940 ly = mouse_pos->y;
6941 }
6942 }
6943 } else if( cata::optional<tripoint> vec = ctxt.get_direction( action ) ) {
6944 if( fast_scroll ) {
6945 vec->x *= soffset;
6946 vec->y *= soffset;
6947 }
6948
6949 lx = lx + vec->x;
6950 ly = ly + vec->y;
6951 center.x = center.x + vec->x;
6952 center.y = center.y + vec->y;
6953 } else if( action == "throw_blind" ) {
6954 result.peek_action = PA_BLIND_THROW;
6955 } else if( action == "zoom_in" ) {
6956 center.x = lp.x;
6957 center.y = lp.y;
6958 zoom_in();
6960 } else if( action == "zoom_out" ) {
6961 center.x = lp.x;
6962 center.y = lp.y;
6963 zoom_out();
6965 }
6966 } while( action != "QUIT" && action != "CONFIRM" && action != "SELECT" && action != "TRAVEL_TO" &&
6967 action != "throw_blind" );
6968
6969 if( m.has_zlevels() && center.z != old_levz ) {
6970 m.invalidate_map_cache( old_levz );
6971 m.build_map_cache( old_levz );
6972 u.view_offset.z = 0;
6973 }
6974
6975 ctxt.reset_timeout();
6976 u.view_offset = prev_offset;
6977 zone_cb = nullptr;
6978 is_looking = false;
6979
6981 bVMonsterLookFire = true;
6982
6983 if( action == "CONFIRM" || action == "SELECT" ) {
6984 result.position = is_moving_zone ? zone_start : lp;
6985 }
6986
6987#if defined(TILES)
6988 if( is_moving_zone && get_zoom() != prev_tileset_zoom ) {
6989 // Reset the tileset zoom to the previous value
6990 set_zoom( prev_tileset_zoom );
6992 }
6993#endif
6994
6995 return result;
6996}
bool pixel_minimap_option
Whether to show the pixel minimap.
tripoint mouse_edge_scrolling_terrain(input_context &ctxt)
Used to implement mouse "edge scrolling".
Definition: game.cpp:2167
void set_zoom(int level)
Definition: game.cpp:7153
void draw_look_around_cursor(const tripoint &lp, const visibility_variables &cache)
Definition: game.cpp:5761
void extended_description(const tripoint &p)
Long description of (visible) things at tile.
void pre_print_all_tile_info(const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6635
int get_zoom() const
Definition: game.cpp:7165
const visibility_variables & get_visibility_variables_cache() const
Definition: map.cpp:5637
void invalidate_map_cache(const int zlev)
Definition: map.h:475
std::vector< window_panel > & get_current_layout()
Definition: panels.cpp:2278
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505
static shared_ptr_fast< game::draw_callback_t > create_zone_callback(const cata::optional< tripoint > &zone_start, const cata::optional< tripoint > &zone_end, const bool &zone_blink, const bool &zone_cursor, const bool &is_moving_zone=false)
Definition: game.cpp:3162
@ PA_BLIND_THROW
Definition: game.h:122
static constexpr int OVERMAP_HEIGHT
static constexpr int BLINK_SPEED
static constexpr int OVERMAP_DEPTH
int right_print(const catacurses::window &w, const int line, const int right_indent, const nc_color &FG, const std::string &text)
Definition: output.cpp:461

References _, action, add_draw_callback(), add_msg(), BLINK_SPEED, map::build_map_cache(), bVMonsterLookFire, c_green, c_light_gray, c_light_green, c_white, center, center_print(), clamp(), create_zone_callback(), display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), draw_border(), draw_look_around_cursor(), extended_description(), fov_3d_z_range, g, input_context::get_action_name(), input_context::get_coordinates(), panel_manager::get_current_layout(), input_context::get_desc(), input_context::get_direction(), get_levx(), get_levy(), get_levz(), panel_manager::get_manager(), Character::get_path_avoid(), Character::get_pathfinding_settings(), map::get_visibility_variables_cache(), panel_manager::get_width_left(), get_zoom(), catacurses::getmaxy(), input_context::handle_input(), map::has_zlevels(), invalidate_main_ui_adaptor(), map::invalidate_map_cache(), is_looking, MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), list_items_monsters(), m, m_debug, m_info, mark_main_ui_adaptor_resize(), mouse_edge_scrolling_terrain(), mvwprintz(), catacurses::newwin(), cata::nullopt, OVERMAP_DEPTH, OVERMAP_HEIGHT, PA_BLIND_THROW, pixel_minimap_option, Character::pos(), Character::posz(), pre_print_all_tile_info(), ui_manager::redraw(), reenter_fullscreen(), input_context::register_action(), input_context::register_directions(), input_context::reset_timeout(), right_print(), map::route(), Character::sees(), Character::set_destination(), input_context::set_iso(), input_context::set_timeout(), set_zoom(), square_dist(), string_format(), temp_exit_fullscreen(), TERMX, TERMY, tileset_zoom, toggle_debug_hour_timer(), toggle_pixel_minimap(), tripoint_zero, u, map::update_visibility_cache(), use_tiles, player::view_offset, w_pixel_minimap, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::x, tripoint::y, tripoint::z, zoom_in(), and zoom_out().

◆ look_debug()

cata::optional< tripoint > game::look_debug ( )

Definition at line 5754 of file game.cpp.

5755{
5756 editmap edit;
5757 return edit.edit();
5758}
cata::optional< tripoint > edit()
Definition: editmap.cpp:339

References editmap::edit().

◆ mark_main_ui_adaptor_resize()

void game::mark_main_ui_adaptor_resize ( ) const

Definition at line 3119 of file game.cpp.

3120{
3122 if( ui ) {
3123 ui->mark_resize();
3124 }
3125}

References main_ui_adaptor.

Referenced by handle_action(), look_around(), toggle_fullscreen(), and toggle_pixel_minimap().

◆ memorial()

memorial_logger & game::memorial ( )

Definition at line 2861 of file game.cpp.

2862{
2863 return *memorial_logger_ptr;
2864}

References memorial_logger_ptr.

Referenced by cleanup_at_end(), load(), save_player_data(), win(), win_screen(), and write_memorial_file().

◆ mon_info()

void game::mon_info ( const catacurses::window w,
int  hor_padding = 0 
)

Definition at line 3810 of file game.cpp.

3811{
3812 const monster_visible_info &mon_visible = u.get_mon_visible();
3813 const auto &unique_types = mon_visible.unique_types;
3814 const auto &unique_mons = mon_visible.unique_mons;
3815 const auto &dangerous = mon_visible.dangerous;
3816
3817 const int width = getmaxx( w ) - 2 * hor_padding;
3818 const int maxheight = getmaxy( w );
3819
3820 const int startrow = 0;
3821
3822 // Print the direction headings
3823 // Reminder:
3824 // 7 0 1 unique_types uses these indices;
3825 // 6 8 2 0-7 are provide by direction_from()
3826 // 5 4 3 8 is used for local monsters (for when we explain them below)
3827
3828 const std::array<std::string, 8> dir_labels = {{
3829 _( "North:" ), _( "NE:" ), _( "East:" ), _( "SE:" ),
3830 _( "South:" ), _( "SW:" ), _( "West:" ), _( "NW:" )
3831 }
3832 };
3833 std::array<int, 8> widths;
3834 for( int i = 0; i < 8; i++ ) {
3835 widths[i] = utf8_width( dir_labels[i] );
3836 }
3837 std::array<int, 8> xcoords;
3838 const std::array<int, 8> ycoords = {{ 0, 0, 1, 2, 2, 2, 1, 0 }};
3839 xcoords[0] = xcoords[4] = width / 3;
3840 xcoords[1] = xcoords[3] = xcoords[2] = ( width / 3 ) * 2;
3841 xcoords[5] = xcoords[6] = xcoords[7] = 0;
3842 //for the alignment of the 1,2,3 rows on the right edge
3843 xcoords[2] -= utf8_width( _( "East:" ) ) - utf8_width( _( "NE:" ) );
3844 for( int i = 0; i < 8; i++ ) {
3845 nc_color c = unique_types[i].empty() && unique_mons[i].empty() ? c_dark_gray
3846 : ( dangerous[i] ? c_light_red : c_light_gray );
3847 mvwprintz( w, point( xcoords[i] + hor_padding, ycoords[i] + startrow ), c, dir_labels[i] );
3848 }
3849
3850 // Print the symbols of all monsters in all directions.
3851 for( int i = 0; i < 8; i++ ) {
3852 point pr( xcoords[i] + widths[i] + 1, ycoords[i] + startrow );
3853
3854 // The list of symbols needs a space on each end.
3855 int symroom = ( width / 3 ) - widths[i] - 2;
3856 const int typeshere_npc = unique_types[i].size();
3857 const int typeshere_mon = unique_mons[i].size();
3858 const int typeshere = typeshere_mon + typeshere_npc;
3859 for( int j = 0; j < typeshere && j < symroom; j++ ) {
3860 nc_color c;
3861 std::string sym;
3862 if( symroom < typeshere && j == symroom - 1 ) {
3863 // We've run out of room!
3864 c = c_white;
3865 sym = "+";
3866 } else if( j < typeshere_npc ) {
3867 switch( unique_types[i][j]->get_attitude() ) {
3868 case NPCATT_KILL:
3869 c = c_red;
3870 break;
3871 case NPCATT_FOLLOW:
3872 c = c_light_green;
3873 break;
3874 default:
3875 c = c_pink;
3876 break;
3877 }
3878 sym = "@";
3879 } else {
3880 const mtype &mt = *unique_mons[i][j - typeshere_npc].first;
3881 c = mt.color;
3882 sym = mt.sym;
3883 }
3884 mvwprintz( w, pr, c, sym );
3885
3886 pr.x++;
3887 }
3888 }
3889
3890 // Now we print their full names!
3891 struct nearest_loc_and_cnt {
3892 int nearest_loc;
3893 int cnt;
3894 };
3895 std::map<const mtype *, nearest_loc_and_cnt> all_mons;
3896 for( int loc = 0; loc < 9; loc++ ) {
3897 for( const std::pair<const mtype *, int> &mon : unique_mons[loc] ) {
3898 const auto mon_it = all_mons.find( mon.first );
3899 if( mon_it == all_mons.end() ) {
3900 all_mons.emplace( mon.first, nearest_loc_and_cnt{ loc, mon.second } );
3901 } else {
3902 // 8 being the nearest location (local monsters)
3903 mon_it->second.nearest_loc = std::max( mon_it->second.nearest_loc, loc );
3904 mon_it->second.cnt += mon.second;
3905 }
3906 }
3907 }
3908 std::vector<std::pair<const mtype *, int>> mons_at[9];
3909 for( const std::pair<const mtype *const, nearest_loc_and_cnt> &mon : all_mons ) {
3910 mons_at[mon.second.nearest_loc].emplace_back( mon.first, mon.second.cnt );
3911 }
3912
3913 // Start printing monster names on row 4. Rows 0-2 are for labels, and row 3
3914 // is blank.
3915 point pr( hor_padding, 4 + startrow );
3916
3917 // Print monster names, starting with those at location 8 (nearby).
3918 for( int j = 8; j >= 0 && pr.y < maxheight; j-- ) {
3919 // Separate names by some number of spaces (more for local monsters).
3920 int namesep = ( j == 8 ? 2 : 1 );
3921 for( const std::pair<const mtype *, int> &mon : mons_at[j] ) {
3922 const mtype *const type = mon.first;
3923 const int count = mon.second;
3924 if( pr.y >= maxheight ) {
3925 // no space to print to anyway
3926 break;
3927 }
3928
3929 const mtype &mt = *type;
3930 std::string name = mt.nname( count );
3931 // Some languages don't have plural forms, but we want to always
3932 // omit 1.
3933 if( count != 1 ) {
3934 name = string_format( pgettext( "monster count and name", "%1$d %2$s" ),
3935 count, name );
3936 }
3937
3938 // Move to the next row if necessary. (The +2 is for the "Z ").
3939 if( pr.x + 2 + utf8_width( name ) >= width ) {
3940 pr.y++;
3941 pr.x = hor_padding;
3942 }
3943
3944 if( pr.y < maxheight ) { // Don't print if we've overflowed
3945 mvwprintz( w, pr, mt.color, mt.sym );
3946 pr.x += 2; // symbol and space
3947 nc_color danger = c_dark_gray;
3948 if( mt.difficulty >= 30 ) {
3949 danger = c_red;
3950 } else if( mt.difficulty >= 16 ) {
3951 danger = c_light_red;
3952 } else if( mt.difficulty >= 8 ) {
3953 danger = c_white;
3954 } else if( mt.agro > 0 ) {
3955 danger = c_light_gray;
3956 }
3957 mvwprintz( w, pr, danger, name );
3958 pr.x += utf8_width( name ) + namesep;
3959 }
3960 }
3961 }
3962}
@ NPCATT_KILL
Definition: npc.h:91
@ NPCATT_FOLLOW
Definition: npc.h:84
std::vector< std::pair< const mtype *, int > > unique_mons[9]
Definition: avatar.h:47
bool dangerous[8]
Definition: avatar.h:50
std::vector< npc * > unique_types[9]
Definition: avatar.h:46
Definition: mtype.h:208
std::string sym
UTF-8 encoded symbol, should be exactly one cell wide.
Definition: mtype.h:253
nc_color color
Definition: mtype.h:258
int difficulty
Definition: mtype.h:264
int agro
e.g.
Definition: mtype.h:269

References _, mtype::agro, c, c_dark_gray, c_light_gray, c_light_green, c_light_red, c_pink, c_red, c_white, mtype::color, detail::count(), monster_visible_info::dangerous, mtype::difficulty, avatar::get_mon_visible(), catacurses::getmaxx(), catacurses::getmaxy(), mvwprintz(), om_direction::name(), mtype::nname(), NPCATT_FOLLOW, NPCATT_KILL, pgettext(), string_format(), mtype::sym, type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, utf8_width(), point::x, and point::y.

◆ mon_info_update()

void game::mon_info_update ( )

Definition at line 3964 of file game.cpp.

3965{
3966 int newseen = 0;
3967 const int safe_proxy_dist = get_option<int>( "SAFEMODEPROXIMITY" );
3968 const int iProxyDist = ( safe_proxy_dist <= 0 ) ? MAX_VIEW_DISTANCE :
3969 safe_proxy_dist;
3970
3971 monster_visible_info &mon_visible = u.get_mon_visible();
3972 auto &new_seen_mon = mon_visible.new_seen_mon;
3973 auto &unique_types = mon_visible.unique_types;
3974 auto &unique_mons = mon_visible.unique_mons;
3975 auto &dangerous = mon_visible.dangerous;
3976
3977 // 7 0 1 unique_types uses these indices;
3978 // 6 8 2 0-7 are provide by direction_from()
3979 // 5 4 3 8 is used for local monsters (for when we explain them below)
3980 for( auto &t : unique_types ) {
3981 t.clear();
3982 }
3983 for( auto &m : unique_mons ) {
3984 m.clear();
3985 }
3986 std::fill( dangerous, dangerous + 8, false );
3987
3988 const tripoint view = u.pos() + u.view_offset;
3989 new_seen_mon.clear();
3990
3991 // TODO: no reason to have it static here
3992 static time_point previous_turn = calendar::start_of_cataclysm;
3993 const time_duration sm_ignored_time = time_duration::from_turns(
3994 get_option<int>( "SAFEMODEIGNORETURNS" ) );
3995
3997 monster *m = dynamic_cast<monster *>( c );
3998 npc *p = dynamic_cast<npc *>( c );
3999 const direction dir_to_mon = direction_from( view.xy(), point( c->posx(), c->posy() ) );
4000 const int mx = POSX + ( c->posx() - view.x );
4001 const int my = POSY + ( c->posy() - view.y );
4002 int index = 8;
4003 if( !is_valid_in_w_terrain( point( mx, my ) ) ) {
4004 // for compatibility with old code, see diagram below, it explains the values for index,
4005 // also might need revisiting one z-levels are in.
4006 switch( dir_to_mon ) {
4010 index = 7;
4011 break;
4013 case direction::NORTH:
4015 index = 0;
4016 break;
4020 index = 1;
4021 break;
4023 case direction::WEST:
4025 index = 6;
4026 break;
4028 case direction::CENTER:
4030 index = 8;
4031 break;
4033 case direction::EAST:
4035 index = 2;
4036 break;
4040 index = 5;
4041 break;
4043 case direction::SOUTH:
4045 index = 4;
4046 break;
4050 index = 3;
4051 break;
4052 }
4053 }
4054
4055 rule_state safemode_state = RULE_NONE;
4056 const bool safemode_empty = get_safemode().empty();
4057
4058 if( m != nullptr ) {
4059 //Safemode monster check
4060 monster &critter = *m;
4061
4062 const monster_attitude matt = critter.attitude( &u );
4063 const int mon_dist = rl_dist( u.pos(), critter.pos() );
4064 safemode_state = get_safemode().check_monster( critter.name(), critter.attitude_to( u ), mon_dist );
4065
4066 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4067 ( MATT_ATTACK == matt || MATT_FOLLOW == matt ) ) ) {
4068 if( index < 8 && critter.sees( g->u ) ) {
4069 dangerous[index] = true;
4070 }
4071
4072 if( !safemode_empty || mon_dist <= iProxyDist ) {
4073 bool passmon = false;
4074 if( critter.ignoring > 0 ) {
4075 if( safe_mode != SAFE_MODE_ON ) {
4076 critter.ignoring = 0;
4077 } else if( ( sm_ignored_time == 0_seconds || ( critter.lastseen_turn &&
4078 *critter.lastseen_turn > calendar::turn - sm_ignored_time ) ) &&
4079 ( mon_dist > critter.ignoring / 2 || mon_dist < 6 ) ) {
4080 passmon = true;
4081 }
4082 critter.lastseen_turn = calendar::turn;
4083 }
4084
4085 if( !passmon ) {
4086 newseen++;
4087 new_seen_mon.push_back( shared_from( critter ) );
4088 }
4089 }
4090 }
4091
4092 std::vector<std::pair<const mtype *, int>> &vec = unique_mons[index];
4093 const auto mon_it = std::find_if( vec.begin(), vec.end(),
4094 [&]( const std::pair<const mtype *, int> &elem ) {
4095 return elem.first == critter.type;
4096 } );
4097 if( mon_it == vec.end() ) {
4098 vec.emplace_back( critter.type, 1 );
4099 } else {
4100 mon_it->second++;
4101 }
4102 } else if( p != nullptr ) {
4103 //Safe mode NPC check
4104
4105 const int npc_dist = rl_dist( u.pos(), p->pos() );
4106 safemode_state = get_safemode().check_monster( get_safemode().npc_type_name(), p->attitude_to( u ),
4107 npc_dist );
4108
4109 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4110 p->get_attitude() == NPCATT_KILL ) ) {
4111 if( !safemode_empty || npc_dist <= iProxyDist ) {
4112 newseen++;
4113 }
4114 }
4115 unique_types[index].push_back( p );
4116 }
4117 }
4118
4119 if( newseen > mostseen ) {
4120 if( newseen - mostseen == 1 ) {
4121 if( !new_seen_mon.empty() ) {
4122 monster &critter = *new_seen_mon.back();
4124 string_format( _( "%s spotted!" ), critter.name() ) );
4125 if( u.has_trait( trait_id( "M_DEFENDER" ) ) && critter.type->in_species( PLANT ) ) {
4126 add_msg( m_warning, _( "We have detected a %s - an enemy of the Mycus!" ), critter.name() );
4128 u.add_effect( effect_adrenaline_mycus, 30_minutes );
4129 } else if( u.get_effect_int( effect_adrenaline_mycus ) == 1 ) {
4130 // Triffids present. We ain't got TIME to adrenaline comedown!
4131 u.add_effect( effect_adrenaline_mycus, 15_minutes );
4132 u.mod_pain( 3 ); // Does take it out of you, though
4133 add_msg( m_info, _( "Our fibers strain with renewed wrath!" ) );
4134 }
4135 }
4136 } else {
4137 //Hostile NPC
4139 _( "Hostile survivor spotted!" ) );
4140 }
4141 } else {
4143 }
4145 if( safe_mode == SAFE_MODE_ON ) {
4147 }
4148 } else if( calendar::turn > previous_turn && get_option<bool>( "AUTOSAFEMODE" ) &&
4149 newseen == 0 ) { // Auto-safe mode, but only if it's a new turn
4150 turnssincelastmon += to_turns<int>( calendar::turn - previous_turn );
4151 if( turnssincelastmon >= get_option<int>( "AUTOSAFEMODETURNS" ) && safe_mode == SAFE_MODE_OFF ) {
4153 add_msg( m_info, _( "Safe mode ON!" ) );
4154 }
4155 }
4156
4157 if( newseen == 0 && safe_mode == SAFE_MODE_STOP ) {
4159 }
4160
4161 previous_turn = calendar::turn;
4162 mostseen = newseen;
4163}
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1250
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:202
bool cancel_activity_or_ignore_query(distraction_type type, const std::string &text)
Asks if the player wants to cancel their activity and if so cancels it.
Definition: game.cpp:1794
monster_attitude attitude(const Character *u=nullptr) const
Definition: monster.cpp:1066
cata::optional< time_point > lastseen_turn
Definition: monster.h:508
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: npc.cpp:2077
rule_state check_monster(const std::string &creature_name_in, Creature::Attitude attitude_in, int proximity_in) const
bool empty() const
rule_state
Definition: enums.h:51
@ RULE_NONE
Definition: enums.h:52
bool is_valid_in_w_terrain(const point &p)
Definition: game.cpp:276
static const species_id PLANT("PLANT")
static const efftype_id effect_adrenaline_mycus("adrenaline_mycus")
static constexpr int MAPSIZE_X
monster_attitude
Definition: monster.h:54
@ MATT_FOLLOW
Definition: monster.h:60
@ MATT_ATTACK
Definition: monster.h:61
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
bool in_species(const species_id &spec) const
Definition: mtype.cpp:122

References _, ABOVECENTER, ABOVEEAST, ABOVENORTH, ABOVENORTHEAST, ABOVENORTHWEST, ABOVESOUTH, ABOVESOUTHEAST, ABOVESOUTHWEST, ABOVEWEST, Creature::add_effect(), add_msg(), monster::attitude(), monster::attitude_to(), npc::attitude_to(), BELOWCENTER, BELOWEAST, BELOWNORTH, BELOWNORTHEAST, BELOWNORTHWEST, BELOWSOUTH, BELOWSOUTHEAST, BELOWSOUTHWEST, BELOWWEST, c, cancel_activity_or_ignore_query(), CENTER, safemode::check_monster(), monster_visible_info::dangerous, direction_from(), EAST, effect_adrenaline_mycus, safemode::empty(), detail::fill(), time_duration::from_turns(), g, npc::get_attitude(), Creature::get_effect_int(), avatar::get_mon_visible(), get_safemode(), Character::get_visible_creatures(), Creature::has_effect(), Character::has_trait(), hostile_spotted_far, monster::ignoring, mtype::in_species(), is_valid_in_w_terrain(), monster::lastseen_turn, m, m_info, m_warning, MAPSIZE_X, MATT_ATTACK, MATT_FOLLOW, MAX_VIEW_DISTANCE, player::mod_pain(), mostseen, monster::name(), monster_visible_info::new_seen_mon, NORTH, NORTHEAST, NORTHWEST, NPCATT_KILL, PLANT, Character::pos(), monster::pos(), POSX, POSY, rl_dist(), RULE_BLACKLISTED, RULE_NONE, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, Creature::sees(), set_safe_mode(), shared_from(), SOUTH, SOUTHEAST, SOUTHWEST, calendar::start_of_cataclysm, string_format(), calendar::turn, turnssincelastmon, monster::type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, player::view_offset, WEST, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by do_turn().

◆ monmove()

void game::monmove ( )
private

Definition at line 4200 of file game.cpp.

4201{
4202 cleanup_dead();
4203
4204 for( monster &critter : all_monsters() ) {
4205 // Critters in impassable tiles get pushed away, unless it's not impassable for them
4206 if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
4207 std::string msg = string_format( "%s can't move to its location! %s %s", critter.name(),
4208 critter.pos().to_string(), m.tername( critter.pos() ) );
4209 dbg( DL::Error ) << msg;
4210 add_msg( m_debug, msg );
4211 bool okay = false;
4212 for( const tripoint &dest : m.points_in_radius( critter.pos(), 3 ) ) {
4213 if( critter.can_move_to( dest ) && is_empty( dest ) ) {
4214 critter.setpos( dest );
4215 okay = true;
4216 break;
4217 }
4218 }
4219 if( !okay ) {
4220 // die of "natural" cause (overpopulation is natural)
4221 critter.die( nullptr );
4222 }
4223 }
4224
4225 if( !critter.is_dead() ) {
4226 critter.process_items();
4227 }
4228
4229 if( !critter.is_dead() ) {
4230 critter.process_turn();
4231 }
4232
4233 m.creature_in_field( critter );
4234 if( calendar::once_every( 1_days ) ) {
4235 if( critter.has_flag( MF_MILKABLE ) ) {
4236 critter.refill_udders();
4237 }
4238 critter.try_reproduce();
4239 }
4240 while( critter.moves > 0 && !critter.is_dead() && !critter.has_effect( effect_ridden ) ) {
4241 critter.made_footstep = false;
4242 // Controlled critters don't make their own plans
4243 if( !critter.has_effect( effect_ai_controlled ) ) {
4244 // Formulate a path to follow
4245 critter.plan();
4246 }
4247 critter.move(); // Move one square, possibly hit u
4248 critter.process_triggers();
4249 m.creature_in_field( critter );
4250 }
4251
4252 if( !critter.is_dead() &&
4253 u.has_active_bionic( bionic_id( "bio_alarm" ) ) &&
4254 u.get_power_level() >= 25_kJ &&
4255 rl_dist( u.pos(), critter.pos() ) <= 5 &&
4256 !critter.is_hallucination() ) {
4257 u.mod_power_level( -25_kJ );
4258 add_msg( m_warning, _( "Your motion alarm goes off!" ) );
4260 _( "Your motion alarm goes off!" ) );
4261 if( u.has_effect( efftype_id( "sleep" ) ) ) {
4262 u.wake_up();
4263 }
4264 }
4265 }
4266
4267 cleanup_dead();
4268
4269 // The remaining monsters are all alive, but may be outside of the reality bubble.
4270 // If so, despawn them. This is not the same as dying, they will be stored for later and the
4271 // monster::die function is not called.
4272 for( monster &critter : all_monsters() ) {
4273 if( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
4274 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
4275 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
4276 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) {
4277 despawn_monster( critter );
4278 }
4279 }
4280
4281 // Now, do active NPCs.
4282 for( npc &guy : g->all_npcs() ) {
4283 int turns = 0;
4284 if( guy.is_mounted() ) {
4285 guy.check_mount_is_spooked();
4286 }
4287 m.creature_in_field( guy );
4288 if( !guy.has_effect( effect_npc_suspend ) ) {
4289 guy.process_turn();
4290 }
4291 while( !guy.is_dead() && guy.moves > 0 && turns < 10 &&
4292 ( !guy.in_sleep_state() || guy.activity.id() == ACT_OPERATION )
4293 ) {
4294 int moves = guy.moves;
4295 guy.move();
4296 if( moves == guy.moves ) {
4297 // Count every time we exit npc::move() without spending any moves.
4298 turns++;
4299 }
4300
4301 // Turn on debug mode when in infinite loop
4302 // It has to be done before the last turn, otherwise
4303 // there will be no meaningful debug output.
4304 if( turns == 9 ) {
4305 debugmsg( "NPC %s entered infinite loop. Turning on debug mode",
4306 guy.name );
4307 debug_mode = true;
4308 }
4309 }
4310
4311 // If we spun too long trying to decide what to do (without spending moves),
4312 // Invoke cognitive suspension to prevent an infinite loop.
4313 if( turns == 10 ) {
4314 add_msg( _( "%s faints!" ), guy.name );
4315 guy.reboot();
4316 }
4317
4318 if( !guy.is_dead() ) {
4319 guy.npc_update_body();
4320 }
4321 }
4322 cleanup_dead();
4323}
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1987
units::energy get_power_level() const
Definition: character.cpp:1967
void wake_up()
Definition: avatar.cpp:942
static const activity_id ACT_OPERATION("ACT_OPERATION")
static const efftype_id effect_npc_suspend("npc_suspend")
static const efftype_id effect_ai_controlled("ai_controlled")
static constexpr int MAPSIZE_Y
@ MF_MILKABLE
Definition: mtype.h:167

References _, ACT_OPERATION, add_msg(), all_monsters(), cancel_activity_or_ignore_query(), cleanup_dead(), map::creature_in_field(), dbg, debug_mode, debugmsg, despawn_monster(), effect_ai_controlled, effect_npc_suspend, effect_ridden, Error, g, Character::get_power_level(), Character::has_active_bionic(), Creature::has_effect(), map::impassable(), is_empty(), m, m_debug, m_warning, MAPSIZE_X, MAPSIZE_Y, MF_MILKABLE, Character::mod_power_level(), motion_alarm, calendar::once_every(), map::points_in_radius(), Character::pos(), rl_dist(), string_format(), map::tername(), u, and avatar::wake_up().

Referenced by do_turn().

◆ mouse_edge_scrolling()

std::pair< tripoint, tripoint > game::mouse_edge_scrolling ( input_context ctxt,
int  speed,
const tripoint last,
bool  iso 
)
private

Definition at line 2114 of file game.cpp.

2116{
2117 const int rate = get_option<int>( "EDGE_SCROLL" );
2118 auto ret = std::make_pair( tripoint_zero, last );
2119 if( rate == -1 ) {
2120 // Fast return when the option is disabled.
2121 return ret;
2122 }
2123 // Ensure the parameters are used even if the #if below is false
2124 ( void ) ctxt;
2125 ( void ) speed;
2126 ( void ) iso;
2127#if (defined TILES || defined _WIN32 || defined WINDOWS)
2128 auto now = std::chrono::steady_clock::now();
2129 if( now < last_mouse_edge_scroll + std::chrono::milliseconds( rate ) ) {
2130 return ret;
2131 } else {
2133 }
2134 const input_event event = ctxt.get_raw_input();
2135 if( event.type == CATA_INPUT_MOUSE ) {
2136 const point threshold( projected_window_width() / 100, projected_window_height() / 100 );
2137 if( event.mouse_pos.x <= threshold.x ) {
2138 ret.first.x -= speed;
2139 if( iso ) {
2140 ret.first.y -= speed;
2141 }
2142 } else if( event.mouse_pos.x >= projected_window_width() - threshold.x ) {
2143 ret.first.x += speed;
2144 if( iso ) {
2145 ret.first.y += speed;
2146 }
2147 }
2148 if( event.mouse_pos.y <= threshold.y ) {
2149 ret.first.y -= speed;
2150 if( iso ) {
2151 ret.first.x += speed;
2152 }
2153 } else if( event.mouse_pos.y >= projected_window_height() - threshold.y ) {
2154 ret.first.y += speed;
2155 if( iso ) {
2156 ret.first.x -= speed;
2157 }
2158 }
2159 ret.second = ret.first;
2160 } else if( event.type == CATA_INPUT_TIMEOUT ) {
2161 ret.first = ret.second;
2162 }
2163#endif
2164 return ret;
2165}
@ CATA_INPUT_TIMEOUT
Definition: input.h:81
@ CATA_INPUT_MOUSE
Definition: input.h:84

References CATA_INPUT_MOUSE, CATA_INPUT_TIMEOUT, input_context::get_raw_input(), iso, last, last_mouse_edge_scroll, cata::hash64_detail::ret, tripoint_zero, point::x, and point::y.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ mouse_edge_scrolling_overmap()

tripoint game::mouse_edge_scrolling_overmap ( input_context ctxt)

This variant is suitable for the overmap.

Definition at line 2176 of file game.cpp.

2177{
2178 // overmap has no iso mode
2182 return ret.first;
2183}
std::pair< tripoint, tripoint > mouse_edge_scrolling(input_context &ctxt, int speed, const tripoint &last, bool iso)
Definition: game.cpp:2114
tripoint last_mouse_edge_scroll_vector_terrain
Definition: game.h:1090
tripoint last_mouse_edge_scroll_vector_overmap
Definition: game.h:1091

References last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, and tripoint_zero.

◆ mouse_edge_scrolling_terrain()

tripoint game::mouse_edge_scrolling_terrain ( input_context ctxt)

Used to implement mouse "edge scrolling".

Returns a tripoint which is a vector of the resulting "move", i.e. (0, 0, 0) if the mouse is not at the edge of the screen, otherwise some (x, y, 0) depending on which edges are hit. This variant adjust scrolling speed according to zoom level, making it suitable when viewing the "terrain".

Definition at line 2167 of file game.cpp.

References DEFAULT_TILESET_ZOOM, last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, tile_iso, tileset_zoom, and tripoint_zero.

Referenced by look_around().

◆ move_save_to_graveyard()

void game::move_save_to_graveyard ( const std::string &  dirname)
private

Definition at line 2548 of file game.cpp.

2549{
2550 const std::string save_dir = get_world_base_save_path();
2551 const std::string graveyard_dir = PATH_INFO::graveyarddir() + "/";
2552 const std::string graveyard_save_dir = graveyard_dir + dirname + "/";
2553 const std::string prefix = base64_encode( u.name ) + ".";
2554
2555 if( !assure_dir_exist( graveyard_dir ) ) {
2556 debugmsg( "could not create graveyard path '%s'", graveyard_dir );
2557 }
2558
2559 if( !assure_dir_exist( graveyard_save_dir ) ) {
2560 debugmsg( "could not create graveyard path '%s'", graveyard_save_dir );
2561 }
2562
2563 const auto save_files = get_files_from_path( prefix, save_dir );
2564 if( save_files.empty() ) {
2565 debugmsg( "could not find save files in '%s'", save_dir );
2566 }
2567
2568 for( const auto &src_path : save_files ) {
2569 const std::string dst_path = graveyard_save_dir +
2570 src_path.substr( src_path.rfind( '/' ), std::string::npos );
2571
2572 if( rename_file( src_path, dst_path ) ) {
2573 continue;
2574 }
2575
2576 debugmsg( "could not rename file '%s' to '%s'", src_path, dst_path );
2577
2578 if( remove_file( src_path ) ) {
2579 continue;
2580 }
2581
2582 debugmsg( "could not remove file '%s'", src_path );
2583 }
2584}
@ prefix
Definition: enums.h:79
bool remove_file(const std::string &path)
Remove a file.
Definition: filesystem.cpp:89
bool assure_dir_exist(const std::string &path)
Create directory if it does not exist.
Definition: filesystem.cpp:48
bool rename_file(const std::string &old_path, const std::string &new_path)
Rename a file, overwriting the target.
Definition: filesystem.cpp:105
std::vector< std::string > get_files_from_path(const std::string &pattern, const std::string &root_path, const bool recursive_search, const bool match_extension)
Returns a vector of files or directories matching pattern at root_path.
Definition: filesystem.cpp:362
std::string graveyarddir()
Definition: path_info.cpp:202

References assure_dir_exist(), base64_encode(), debugmsg, get_files_from_path(), get_world_base_save_path(), PATH_INFO::graveyarddir(), Character::name, prefix, remove_file(), rename_file(), and u.

Referenced by cleanup_at_end().

◆ moving_vehicle_dismount()

void game::moving_vehicle_dismount ( const tripoint dest_loc)

Handles players exiting from moving vehicles.

Definition at line 5222 of file game.cpp.

5223{
5224 const optional_vpart_position vp = m.veh_at( u.pos() );
5225 if( !vp ) {
5226 debugmsg( "Tried to exit non-existent vehicle." );
5227 return;
5228 }
5229 vehicle *const veh = &vp->vehicle();
5230 if( u.pos() == dest_loc ) {
5231 debugmsg( "Need somewhere to dismount towards." );
5232 return;
5233 }
5234 tileray ray( dest_loc.xy() + point( -u.posx(), -u.posy() ) );
5235 // TODO:: make dir() const correct!
5236 const units::angle d = ray.dir();
5237 add_msg( _( "You dive from the %s." ), veh->name );
5238 m.unboard_vehicle( u.pos() );
5239 u.moves -= 200;
5240 // Dive three tiles in the direction of tox and toy
5241 fling_creature( &u, d, 30, true );
5242 // Hit the ground according to vehicle speed
5243 if( !m.has_flag( "SWIMMABLE", u.pos() ) ) {
5244 if( veh->velocity > 0 ) {
5245 fling_creature( &u, veh->face.dir(), veh->velocity / static_cast<float>( 100 ) );
5246 } else {
5247 fling_creature( &u, veh->face.dir() + 180_degrees,
5248 -( veh->velocity ) / static_cast<float>( 100 ) );
5249 }
5250 }
5251}
void fling_creature(Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
Flings the input creature in the given direction.
Definition: game.cpp:9824

References _, add_msg(), debugmsg, tileray::dir(), vehicle::face, fling_creature(), map::has_flag(), m, Creature::moves, vehicle::name, Character::pos(), Character::posx(), Character::posy(), u, map::unboard_vehicle(), map::veh_at(), vehicle::velocity, and tripoint::xy().

◆ natural_light_level()

float game::natural_light_level ( int  zlev) const

Definition at line 3629 of file game.cpp.

3630{
3631 // ignore while underground or above limits
3632 if( zlev > OVERMAP_HEIGHT || zlev < 0 ) {
3633 return LIGHT_AMBIENT_MINIMAL;
3634 }
3635
3636 if( latest_lightlevels[zlev] > -std::numeric_limits<float>::max() ) {
3637 // Already found the light level for now?
3638 return latest_lightlevels[zlev];
3639 }
3640
3641 float ret = LIGHT_AMBIENT_MINIMAL;
3642
3643 // Sunlight/moonlight related stuff
3645 if( !weather.lightning_active ) {
3647 } else {
3648 // Recent lightning strike has lit the area
3650 }
3651
3653
3654 // Artifact light level changes here. Even though some of these only have an effect
3655 // aboveground it is cheaper performance wise to simply iterate through the entire
3656 // list once instead of twice.
3657 float mod_ret = -1;
3658 // Each artifact change does std::max(mod_ret, new val) since a brighter end value
3659 // will trump a lower one.
3660 if( const timed_event *e = timed_events.get( TIMED_EVENT_DIM ) ) {
3661 // TIMED_EVENT_DIM slowly dims the natural sky level, then relights it.
3662 const time_duration left = e->when - calendar::turn;
3663 // TIMED_EVENT_DIM has an occurrence date of turn + 50, so the first 25 dim it,
3664 if( left > 25_turns ) {
3665 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( left - 25_turns ) ) / 25_turns );
3666 // and the last 25 scale back towards normal.
3667 } else {
3668 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( 25_turns - left ) ) / 25_turns );
3669 }
3670 }
3672 // TIMED_EVENT_ARTIFACT_LIGHT causes everywhere to become as bright as day.
3673 mod_ret = std::max<float>( ret, default_daylight_level() );
3674 }
3675 // If we had a changed light level due to an artifact event then it overwrites
3676 // the natural light level.
3677 if( mod_ret > -1 ) {
3678 ret = mod_ret;
3679 }
3680
3681 // Cap everything to our minimum light level
3682 ret = std::max<float>( LIGHT_AMBIENT_MINIMAL, ret );
3683
3684 latest_lightlevels[zlev] = ret;
3685
3686 return ret;
3687}
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
float sunlight(const time_point &p, const bool vision)
Returns the current sunlight or moonlight level through the preceding functions.
Definition: calendar.cpp:199
std::array< float, OVERMAP_LAYERS > latest_lightlevels
Definition: game.h:1063
bool queued(timed_event_type type) const
timed_event * get(timed_event_type type)
weather_type_id weather_id
Definition: weather.h:193
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
@ TIMED_EVENT_DIM
Definition: timed_event.h:22
@ TIMED_EVENT_ARTIFACT_LIGHT
Definition: timed_event.h:23

References default_daylight_level(), timed_event_manager::get(), get_weather, latest_lightlevels, left, LIGHT_AMBIENT_MINIMAL, weather_type::light_modifier, OVERMAP_HEIGHT, timed_event_manager::queued(), cata::hash64_detail::ret, sunlight(), TIMED_EVENT_ARTIFACT_LIGHT, TIMED_EVENT_DIM, timed_events, calendar::turn, and weather_manager::weather_id.

Referenced by light_level().

◆ npc_menu()

bool game::npc_menu ( npc who)

Returns true if the menu handled stuff and player shouldn't do anything else.

Perception slightly increases precision when examining NPCs' wounds Firstaid increases precision when examining NPCs' wounds

Definition at line 5353 of file game.cpp.

5354{
5355 enum choices : int {
5356 talk = 0,
5357 swap_pos,
5358 push,
5359 examine_wounds,
5360 use_item,
5361 sort_armor,
5362 attack,
5363 disarm,
5364 steal
5365 };
5366
5367 const bool obeys = debug_mode || ( who.is_player_ally() && !who.in_sleep_state() );
5368
5369 uilist amenu;
5370
5371 amenu.text = string_format( _( "What to do with %s?" ), who.disp_name() );
5372 amenu.addentry( talk, true, 't', _( "Talk" ) );
5373 amenu.addentry( swap_pos, obeys && !who.is_mounted() &&
5374 !u.is_mounted(), 's', _( "Swap positions" ) );
5375 amenu.addentry( push, obeys && !who.is_mounted(), 'p', _( "Push away" ) );
5376 amenu.addentry( examine_wounds, true, 'w', _( "Examine wounds" ) );
5377 amenu.addentry( use_item, true, 'i', _( "Use item on" ) );
5378 amenu.addentry( sort_armor, true, 'r', _( "Sort armor" ) );
5379 amenu.addentry( attack, true, 'a', _( "Attack" ) );
5380 if( !who.is_player_ally() ) {
5381 amenu.addentry( disarm, who.is_armed(), 'd', _( "Disarm" ) );
5382 amenu.addentry( steal, !who.is_enemy(), 'S', _( "Steal" ) );
5383 }
5384
5385 amenu.query();
5386
5387 const int choice = amenu.ret;
5388 if( choice == talk ) {
5389 who.talk_to_u();
5390 } else if( choice == swap_pos ) {
5391 if( !prompt_dangerous_tile( who.pos() ) ) {
5392 return true;
5393 }
5394 // TODO: Make NPCs protest when displaced onto dangerous crap
5395 add_msg( _( "You swap places with %s." ), who.name );
5396 swap_critters( u, who );
5397 // TODO: Make that depend on stuff
5398 u.mod_moves( -200 );
5399 } else if( choice == push ) {
5400 // TODO: Make NPCs protest when displaced onto dangerous crap
5401 tripoint oldpos = who.pos();
5402 who.move_away_from( u.pos(), true );
5403 u.mod_moves( -20 );
5404 if( oldpos != who.pos() ) {
5405 add_msg( _( "%s moves out of the way." ), who.name );
5406 } else {
5407 add_msg( m_warning, _( "%s has nowhere to go!" ), who.name );
5408 }
5409 } else if( choice == examine_wounds ) {
5410 ///\EFFECT_PER slightly increases precision when examining NPCs' wounds
5411
5412 ///\EFFECT_FIRSTAID increases precision when examining NPCs' wounds
5413 const bool precise = u.get_skill_level( skill_firstaid ) * 4 + u.per_cur >= 20;
5414 who.body_window( _( "Limbs of: " ) + who.disp_name(), true, precise, 0, 0, 0, 0.0f, 0.0f, 0.0f,
5415 0.0f, 0.0f );
5416 } else if( choice == use_item ) {
5417 static const std::string heal_string( "heal" );
5418 const auto will_accept = []( const item & it ) {
5419 const auto use_fun = it.get_use( heal_string );
5420 if( use_fun == nullptr ) {
5421 return false;
5422 }
5423
5424 const auto *actor = dynamic_cast<const heal_actor *>( use_fun->get_actor_ptr() );
5425
5426 return actor != nullptr &&
5427 actor->limb_power >= 0 &&
5428 actor->head_power >= 0 &&
5429 actor->torso_power >= 0;
5430 };
5431 item_location loc = game_menus::inv::titled_filter_menu( will_accept, u, _( "Use which item?" ) );
5432
5433 if( !loc ) {
5434 add_msg( _( "Never mind" ) );
5435 return false;
5436 }
5437 item &used = *loc;
5438 bool did_use = u.invoke_item( &used, heal_string, who.pos() );
5439 if( did_use ) {
5440 // Note: exiting a body part selection menu counts as use here
5441 u.mod_moves( -300 );
5442 }
5443 } else if( choice == sort_armor ) {
5444 who.sort_armor();
5445 u.mod_moves( -100 );
5446 } else if( choice == attack ) {
5447 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5448 u.melee_attack( who, true );
5449 who.on_attacked( u );
5450 }
5451 } else if( choice == disarm ) {
5452 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5453 u.disarm( who );
5454 }
5455 } else if( choice == steal && query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5456 u.steal( who );
5457 }
5458
5459 return true;
5460}
hp_part body_window(const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
Displays menu with body part hp, optionally with hp estimation after healing.
Definition: character.cpp:5848
bool in_sleep_state() const override
Definition: character.cpp:9320
void melee_attack(Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:390
int per_cur
Definition: character.h:250
void steal(npc &target)
Try to steal an item from the NPC's inventory.
Definition: melee.cpp:2369
bool prompt_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8764
bool swap_critters(Creature &, Creature &)
Swaps positions of two creatures.
Definition: game.cpp:4879
float limb_power
How much hp to restore when healing limbs?
Definition: iuse_actor.h:1011
void talk_to_u(bool radio_contact=false)
Definition: npctalk.cpp:731
void on_attacked(const Creature &attacker)
Definition: npc.cpp:1449
void move_away_from(const tripoint &p, bool no_bash_atk=false, std::set< tripoint > *nomove=nullptr)
Definition: npcmove.cpp:2530
void disarm(npc &target)
Try to disarm the NPC.
Definition: melee.cpp:2293
static const skill_id skill_firstaid("firstaid")
static void swap_pos(Creature &caster, const tripoint &target)
item_location steal(avatar &you, player &victim)
Menu for stealing stuff.
item_location titled_filter_menu(item_filter filter, avatar &you, const std::string &title, const std::string &none_message="")
void push(monster &z)
Definition: monexamine.cpp:552

References _, add_msg(), uilist::addentry(), Character::body_window(), debug_mode, player::disarm(), Character::disp_name(), Character::get_skill_level(), Character::in_sleep_state(), avatar::invoke_item(), Character::is_armed(), npc::is_enemy(), Character::is_mounted(), npc::is_player_ally(), heal_actor::limb_power, m_warning, Character::melee_attack(), Creature::mod_moves(), npc::move_away_from(), Character::name, npc::on_attacked(), Character::per_cur, Character::pos(), prompt_dangerous_tile(), monexamine::push(), uilist::query(), query_yn(), uilist::ret, skill_firstaid, player::sort_armor(), game_menus::inv::steal(), avatar::steal(), string_format(), swap_critters(), swap_pos(), npc::talk_to_u(), uilist::text, game_menus::inv::titled_filter_menu(), u, and avatar_action::use_item().

Referenced by examine().

◆ num_creatures()

size_t game::num_creatures ( ) const

Returns the approximate number of creatures in the reality bubble.

Because of performance restrictions it may return a slightly incorrect values (as it includes dead, but not yet cleaned up creatures).

Definition at line 4824 of file game.cpp.

4825{
4826 return critter_tracker->size() + active_npc.size() + 1; // 1 == g->u
4827}

References active_npc, and critter_tracker.

Referenced by display_visibility(), and fungal_effects::fungalize().

◆ on_move_effects()

void game::on_move_effects ( )

Definition at line 9782 of file game.cpp.

9783{
9784 // TODO: Move this to a character method
9785 if( !u.is_mounted() ) {
9786 const item muscle( "muscle" );
9787 for( const bionic_id &bid : u.get_bionic_fueled_with( muscle ) ) {
9788 if( u.has_active_bionic( bid ) ) {// active power gen
9789 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->fuel_efficiency );
9790 } else if( u.has_bionic( bid ) ) {// passive power gen
9791 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->passive_fuel_efficiency );
9792 }
9793 }
9794
9795 if( u.has_active_bionic( bionic_id( "bio_jointservo" ) ) ) {
9796 if( u.movement_mode_is( CMM_RUN ) ) {
9797 u.mod_power_level( -55_J );
9798 } else {
9799 u.mod_power_level( -35_J );
9800 }
9801 }
9802 }
9803
9804 if( u.movement_mode_is( CMM_RUN ) ) {
9805 if( !u.can_run() ) {
9807 }
9808 }
9809
9810 // apply martial art move bonuses
9811 u.martial_arts_data->ma_onmove_effects( u );
9812
9814}
@ CMM_RUN
Definition: character.h:103
bool can_run()
source of truth of whether a Character can run
Definition: character.cpp:1329
bool movement_mode_is(character_movemode mode) const
Check against the character's current movement mode.
Definition: character.cpp:1619
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1928
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1877
void do_ambient()
Definition: sounds.cpp:1616
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32

References Character::can_run(), CMM_RUN, sfx::do_ambient(), units::from_kilojoule(), item::fuel_energy(), Character::get_bionic_fueled_with(), Character::has_active_bionic(), Character::has_bionic(), Character::is_mounted(), Character::martial_arts_data, Character::mod_power_level(), Character::movement_mode_is(), avatar::toggle_run_mode(), and u.

Referenced by phasing_move(), and walk_move().

◆ on_options_changed()

void game::on_options_changed ( )

Should be invoked whenever options change.

Definition at line 9816 of file game.cpp.

9817{
9818#if defined(TILES)
9819 tilecontext->on_options_changed();
9820#endif
9821 grid_tracker_ptr->on_options_changed();
9822}

References grid_tracker_ptr.

◆ open_consume_item_menu()

void game::open_consume_item_menu ( )
private

Definition at line 1488 of file handle_action.cpp.

1489{
1490 uilist as_m;
1491
1492 as_m.text = _( "What do you want to consume?" );
1493
1494 as_m.entries.emplace_back( 0, true, 'f', _( "Food" ) );
1495 as_m.entries.emplace_back( 1, true, 'd', _( "Drink" ) );
1496 as_m.entries.emplace_back( 2, true, 'm', _( "Medication" ) );
1497 as_m.query();
1498
1499 switch( as_m.ret ) {
1500 case 0:
1502 break;
1503 case 1:
1505 break;
1506 case 2:
1508 break;
1509 default:
1510 break;
1511 }
1512}
std::vector< uilist_entry > entries
Definition: ui.h:323
item_location consume_drink(player &p)
Consuming a drink item via a custom menu.
item_location consume_meds(player &p)
Consuming a medication item via a custom menu.
item_location consume_food(player &p)
Consuming a food item via a custom menu.

References _, game_menus::inv::consume_drink(), game_menus::inv::consume_food(), game_menus::inv::consume_meds(), avatar_action::eat(), uilist::entries, uilist::query(), uilist::ret, uilist::text, and u.

Referenced by handle_action().

◆ open_gate()

void game::open_gate ( const tripoint p)

Definition at line 5217 of file game.cpp.

5218{
5219 gates::open_gate( p, u );
5220}
void open_gate(const tripoint &pos, player &p)
opens the gate via player's activity
Definition: gates.cpp:236

References gates::open_gate(), and u.

◆ overmap_npc_move()

void game::overmap_npc_move ( )
private

Definition at line 4325 of file game.cpp.

4326{
4327 std::vector<npc *> travelling_npcs;
4328 static constexpr int move_search_radius = 600;
4329 for( auto &elem : overmap_buffer.get_npcs_near_player( move_search_radius ) ) {
4330 if( !elem ) {
4331 continue;
4332 }
4333 npc *npc_to_add = elem.get();
4334 if( ( !npc_to_add->is_active() || rl_dist( u.pos(), npc_to_add->pos() ) > SEEX * 2 ) &&
4335 npc_to_add->mission == NPC_MISSION_TRAVELLING ) {
4336 travelling_npcs.push_back( npc_to_add );
4337 }
4338 }
4339 for( auto &elem : travelling_npcs ) {
4340 if( elem->has_omt_destination() ) {
4341 if( !elem->omt_path.empty() && rl_dist( elem->omt_path.back(), elem->global_omt_location() ) > 2 ) {
4342 //recalculate path, we got distracted doing something else probably
4343 elem->omt_path.clear();
4344 }
4345 if( elem->omt_path.empty() ) {
4346 const tripoint_abs_omt &from = elem->global_omt_location();
4347 const tripoint_abs_omt &to = elem->goal;
4348 elem->omt_path = overmap_buffer.get_travel_path( elem->global_omt_location(), elem->goal,
4350 if( elem->omt_path.empty() ) {
4351 add_msg( m_debug, "%s couldn't find overmap path from %s to %s",
4352 elem->get_name(), from.to_string(), to.to_string() );
4353 elem->goal = npc::no_goal_point;
4354 elem->mission = NPC_MISSION_NULL;
4355 }
4356 } else {
4357 if( elem->omt_path.back() == elem->global_omt_location() ) {
4358 elem->omt_path.pop_back();
4359 }
4360 // TODO: fix point types
4361 elem->travel_overmap(
4362 project_to<coords::sm>( elem->omt_path.back() ).raw() );
4363 }
4364 reload_npcs();
4365 }
4366 }
4367 return;
4368}
std::vector< tripoint_abs_omt > omt_path
Definition: character.h:970
static constexpr tripoint_abs_omt no_goal_point
Definition: npc.h:1338
bool is_active() const
Definition: npc.cpp:2195
std::vector< tripoint_abs_omt > get_travel_path(const tripoint_abs_omt &src, const tripoint_abs_omt &dest, overmap_path_params params)
@ NPC_MISSION_NULL
Definition: npc.h:179
@ NPC_MISSION_TRAVELLING
Definition: npc.h:191
static overmap_path_params for_npc()

References add_msg(), overmap_path_params::for_npc(), overmapbuffer::get_npcs_near_player(), overmapbuffer::get_travel_path(), npc::is_active(), m_debug, npc::mission, npc::no_goal_point, NPC_MISSION_NULL, NPC_MISSION_TRAVELLING, Character::omt_path, overmap_buffer, Character::pos(), reload_npcs(), rl_dist(), SEEX, coords::coord_point< Point, Origin, Scale >::to_string(), and u.

Referenced by do_turn().

◆ peek() [1/2]

void game::peek ( )

Definition at line 5712 of file game.cpp.

5713{
5714 const cata::optional<tripoint> p = choose_direction( _( "Peek where?" ), true );
5715 if( !p ) {
5716 return;
5717 }
5718
5719 if( p->z != 0 ) {
5720 const tripoint old_pos = u.pos();
5721 vertical_move( p->z, false, true );
5722
5723 if( old_pos != u.pos() ) {
5724 look_around();
5725 vertical_move( p->z * -1, false, true );
5726 }
5727 return;
5728 }
5729
5730 if( m.impassable( u.pos() + *p ) || m.obstructed_by_vehicle_rotation( u.pos(), u.pos() + *p ) ) {
5731 return;
5732 }
5733
5734 peek( u.pos() + *p );
5735}
cata::optional< tripoint > choose_direction(const std::string &message, const bool allow_vertical)
Request player input of a direction, possibly including vertical component.
Definition: action.cpp:977

References _, choose_direction(), map::impassable(), look_around(), m, map::obstructed_by_vehicle_rotation(), peek(), Character::pos(), u, and vertical_move().

Referenced by handle_action(), and peek().

◆ peek() [2/2]

void game::peek ( const tripoint p)

Definition at line 5737 of file game.cpp.

5738{
5739 u.moves -= 200;
5740 tripoint prev = u.pos();
5741 u.setpos( p );
5742 tripoint center = p;
5743 const look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
5744 true );
5745 u.setpos( prev );
5746
5747 if( result.peek_action && *result.peek_action == PA_BLIND_THROW ) {
5748 item_location loc;
5749 avatar_action::plthrow( u, loc, p );
5750 }
5752}

References center, map::invalidate_map_cache(), look_around(), m, Creature::moves, PA_BLIND_THROW, avatar_action::plthrow(), Character::pos(), Character::setpos(), u, and tripoint::z.

◆ perhaps_add_random_npc()

void game::perhaps_add_random_npc ( )
private

Definition at line 11112 of file game.cpp.

11113{
11114 if( !calendar::once_every( 1_hours ) ) {
11115 return;
11116 }
11117 // Create a new NPC?
11118 // Only allow NPCs on 0 z-level, otherwise they can bug out due to lack of spots
11119 if( !get_option<bool>( "RANDOM_NPC" ) || ( !m.has_zlevels() && get_levz() != 0 ) ) {
11120 return;
11121 }
11122
11123 float density = get_option<float>( "NPC_DENSITY" );
11124 static constexpr int density_search_radius = 60;
11125 const float npc_num = overmap_buffer.get_npcs_near_player( density_search_radius ).size();
11126 if( npc_num > 0.0 ) {
11127 // 100%, 80%, 64%, 52%, 41%, 33%...
11128 density *= std::pow( 0.8f, npc_num );
11129 }
11130
11131 if( !x_in_y( density, 100 ) ) {
11132 return;
11133 }
11134 bool spawn_allowed = false;
11136 int counter = 0;
11137 while( !spawn_allowed ) {
11138 if( counter >= 10 ) {
11139 return;
11140 }
11141 static constexpr int radius_spawn_range = 120;
11142 const tripoint_abs_omt u_omt = u.global_omt_location();
11143 spawn_point = u_omt + point( rng( -radius_spawn_range, radius_spawn_range ),
11144 rng( -radius_spawn_range, radius_spawn_range ) );
11145 spawn_point.z() = 0;
11146 const oter_id oter = overmap_buffer.ter( spawn_point );
11147 // shouldn't spawn on lakes or rivers.
11148 if( !is_river_or_lake( oter ) ) {
11149 spawn_allowed = true;
11150 }
11151 counter += 1;
11152 }
11153 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
11154 tmp->normalize();
11155 tmp->randomize();
11156 std::string new_fac_id = "solo_";
11157 new_fac_id += tmp->name;
11158 // create a new "lone wolf" faction for this one NPC
11159 faction *new_solo_fac = faction_manager_ptr->add_new_faction( tmp->name, faction_id( new_fac_id ),
11160 faction_id( "no_faction" ) );
11161 tmp->set_fac( new_solo_fac ? new_solo_fac->id : faction_id( "no_faction" ) );
11162 // adds the npc to the correct overmap.
11163 // Only spawn random NPCs on z-level 0
11164 // TODO: fix point types
11165 tripoint submap_spawn = omt_to_sm_copy( spawn_point.raw() );
11166 tmp->spawn_at_sm( tripoint( submap_spawn.xy(), 0 ) );
11168 tmp->form_opinion( u );
11169 tmp->mission = NPC_MISSION_NULL;
11170 tmp->long_term_goal_action();
11171 tmp->add_new_mission( mission::reserve_random( ORIGIN_ANY_NPC, tmp->global_omt_location(),
11172 tmp->getID() ) );
11173 // This will make the new NPC active- if its nearby to the player
11174 load_npcs();
11175}
faction_id id
Definition: faction.h:82
point omt_to_sm_copy(const point &p)
@ ORIGIN_ANY_NPC
Definition: mission.h:46
bool is_river_or_lake(const oter_id &ter)
Definition: overmap.cpp:563

References faction_manager_ptr, get_levz(), overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), map::has_zlevels(), faction_template::id, overmapbuffer::insert_npc(), is_river_or_lake(), load_npcs(), m, NPC_MISSION_NULL, omt_to_sm_copy(), calendar::once_every(), ORIGIN_ANY_NPC, overmap_buffer, mission::reserve_random(), rng(), overmapbuffer::ter(), u, x_in_y(), and tripoint::xy().

Referenced by do_turn().

◆ phasing_move()

bool game::phasing_move ( const tripoint dest,
bool  via_ramp = false 
)

Definition at line 9514 of file game.cpp.

9515{
9516 if( dest_loc.z != u.posz() && !via_ramp ) {
9517 // No vertical phasing yet
9518 return false;
9519 }
9520
9521 //probability travel through walls but not water
9522 tripoint dest = dest_loc;
9523 // tile is impassable
9524 int tunneldist = 0;
9525 const point d( sgn( dest.x - u.posx() ), sgn( dest.y - u.posy() ) );
9526 while( m.impassable( dest ) ||
9527 ( critter_at( dest ) != nullptr && tunneldist > 0 ) ) {
9528 //add 1 to tunnel distance for each impassable tile in the line
9529 tunneldist += 1;
9530 //Being dimensionally anchored prevents quantum shenanigans.
9531 if( u.worn_with_flag( "DIMENSIONAL_ANCHOR" ) || u.has_effect_with_flag( "DIMENSIONAL_ANCHOR" ) ) {
9533 _( "You try to quantum tunnel through the barrier, but something holds you back!" ) );
9534 return false;
9535 }
9536
9537 if( tunneldist > 24 ) {
9538 add_msg( m_info, _( "It's too dangerous to tunnel that far!" ) );
9539 return false;
9540 }
9541
9542 dest.x += d.x;
9543 dest.y += d.y;
9544 }
9545
9546 if( tunneldist != 0 ) {
9547 if( ( tunneldist - 1 ) * 100_kJ
9548 > //The first 100 was already taken up by the bionic's activation cost.
9549 u.get_power_level() ) { //oops, not enough energy! Tunneling costs 100 bionic power per impassable tile
9550 if( tunneldist * 100_kJ >
9552 add_msg( _( "You try to quantum tunnel through the barrier but bounce off! You don't have enough bionic power capacity to travel that far." ) );
9553 } else {
9554 add_msg( _( "You try to quantum tunnel through the barrier but are reflected! You need %i bionic power to travel that thickness of material." ),
9555 ( 100 * tunneldist ) );
9556 }
9557 return false;
9558 }
9559
9560 if( u.in_vehicle ) {
9561 m.unboard_vehicle( u.pos() );
9562 }
9563
9564 add_msg( _( "You quantum tunnel through the %d-tile wide barrier!" ), tunneldist );
9565 //tunneling costs 100 bionic power per impassable tile, but the first 100 was already drained by activation.
9566 u.mod_power_level( -( ( tunneldist - 1 ) * 100_kJ ) );
9567 //tunneling costs 100 moves baseline, 50 per extra tile up to a cap of 500 moves
9568 u.moves -= ( 50 + ( tunneldist * 50 ) );
9569 u.setpos( dest );
9570
9571 if( m.veh_at( u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
9572 m.board_vehicle( u.pos(), &u );
9573 }
9574
9575 u.grab( OBJECT_NONE );
9577 m.creature_on_trap( u );
9578 return true;
9579 }
9580
9581 return false;
9582}
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3270
units::energy get_max_power_level() const
Definition: character.cpp:1972
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1201
void on_move_effects()
Definition: game.cpp:9782
void board_vehicle(const tripoint &p, player *pl)
Definition: map.cpp:1046
constexpr int sgn(const T x)
Definition: enums.h:8

References _, add_msg(), player::add_msg_if_player(), map::board_vehicle(), map::creature_on_trap(), critter_at(), Character::get_max_power_level(), Character::get_power_level(), avatar::grab(), Creature::has_effect_with_flag(), map::impassable(), Character::in_vehicle, m, m_info, Character::mod_power_level(), Creature::moves, OBJECT_NONE, on_move_effects(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::setpos(), sgn(), u, map::unboard_vehicle(), map::veh_at(), Character::worn_with_flag(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ pickup() [1/2]

void game::pickup ( )
private

Definition at line 5683 of file game.cpp.

5684{
5685 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Pickup where?" ),
5686 _( "There is nothing to pick up nearby." ),
5687 ACTION_PICKUP, false );
5688 if( !examp_ ) {
5689 return;
5690 }
5691 pickup( *examp_ );
5692}

References _, ACTION_PICKUP, choose_adjacent_highlight(), and pickup().

Referenced by handle_action(), and pickup().

◆ pickup() [2/2]

void game::pickup ( const tripoint p)
private

Definition at line 5694 of file game.cpp.

5695{
5696 // Highlight target
5697 shared_ptr_fast<game::draw_callback_t> hilite_cb = make_shared_fast<game::draw_callback_t>( [&]() {
5698 m.drawsq( w_terrain, p, drawsq_params().highlight( true ) );
5699 } );
5700 add_draw_callback( hilite_cb );
5701
5702 pickup::pick_up( p, 0 );
5703}

References add_draw_callback(), map::drawsq(), m, pickup::pick_up(), and w_terrain.

◆ pickup_feet()

void game::pickup_feet ( )
private

Definition at line 5705 of file game.cpp.

5706{
5707 pickup::pick_up( u.pos(), 1 );
5708}

References pickup::pick_up(), Character::pos(), and u.

Referenced by handle_action().

◆ place_critter_around() [1/2]

monster * game::place_critter_around ( const mtype_id id,
const tripoint center,
int  radius 
)

Definition at line 4772 of file game.cpp.

4773{
4774 // TODO: change this into an assert, it must never happen.
4775 if( id.is_null() ) {
4776 return nullptr;
4777 }
4778 return place_critter_around( make_shared_fast<monster>( id ), center, radius );
4779}
monster * place_critter_around(const mtype_id &id, const tripoint &center, int radius)
Definition: game.cpp:4772

References center, and place_critter_around().

Referenced by place_critter_around(), place_critter_at(), replace_stair_monsters(), and start_game().

◆ place_critter_around() [2/2]

monster * game::place_critter_around ( const shared_ptr_fast< monster > &  mon,
const tripoint center,
int  radius,
bool  forced = false 
)

Definition at line 4781 of file game.cpp.

4785{
4787 if( forced || can_place_monster( *mon, center ) ) {
4788 where = center;
4789 }
4790
4791 // This loop ensures the monster is placed as close to the center as possible,
4792 // but all places that equally far from the center have the same probability.
4793 for( int r = 1; r <= radius && !where; ++r ) {
4795 }
4796
4797 if( !where ) {
4798 return nullptr;
4799 }
4800 mon->spawn( *where );
4801 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4802}
static cata::optional< tripoint > choose_where_to_place_monster(const monster &mon, const tripoint_range< tripoint > &range)
Definition: game.cpp:4754
static bool can_place_monster(const monster &mon, const tripoint &p)
Definition: game.cpp:4738

References can_place_monster(), center, choose_where_to_place_monster(), critter_tracker, m, and map::points_in_radius().

◆ place_critter_at() [1/2]

monster * game::place_critter_at ( const mtype_id id,
const tripoint p 
)

Adds critters to the reality bubble, creating them if necessary.

Functions taking a id parameter will construct a monster based on that id, (with default properties). Functions taking a mon parameter will use the supplied monster instance instead (which must not be null). Note: the monster will not be upgraded by these functions, it is placed as is.

place_critter_at will place the creature exactly at the given point.

place_critter_around will place the creature around the center p within the given radius (radius 0 means only the center point is used). The chosen point will be as close to the center as possible.

place_critter_within will place the creature at a random point within that given range. (All points within have equal probability.)

Returns
All functions return null if the creature could not be placed (usually because the target is not suitable for it: may be a solid wall, or air, or already occupied by some creature). If the creature has been placed, it returns a pointer to it (which is the same as the one contained in mon).

Definition at line 4762 of file game.cpp.

4763{
4764 return place_critter_around( id, p, 0 );
4765}

References place_critter_around().

Referenced by fungal_effects::fungalize(), revive_corpse(), fungal_effects::spread_fungus_one_tile(), and update_stair_monsters().

◆ place_critter_at() [2/2]

monster * game::place_critter_at ( const shared_ptr_fast< monster > &  mon,
const tripoint p 
)

Definition at line 4767 of file game.cpp.

4768{
4769 return place_critter_around( mon, p, 0 );
4770}

References place_critter_around().

◆ place_critter_within() [1/2]

monster * game::place_critter_within ( const mtype_id id,
const tripoint_range< tripoint > &  range 
)

Definition at line 4804 of file game.cpp.

4805{
4806 // TODO: change this into an assert, it must never happen.
4807 if( id.is_null() ) {
4808 return nullptr;
4809 }
4810 return place_critter_within( make_shared_fast<monster>( id ), range );
4811}
monster * place_critter_within(const mtype_id &id, const tripoint_range< tripoint > &range)
Definition: game.cpp:4804

References place_critter_within().

Referenced by place_critter_within().

◆ place_critter_within() [2/2]

monster * game::place_critter_within ( const shared_ptr_fast< monster > &  mon,
const tripoint_range< tripoint > &  range 
)

Definition at line 4813 of file game.cpp.

4815{
4816 const cata::optional<tripoint> where = choose_where_to_place_monster( *mon, range );
4817 if( !where ) {
4818 return nullptr;
4819 }
4820 mon->spawn( *where );
4821 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4822}

References choose_where_to_place_monster(), and critter_tracker.

◆ place_player()

point game::place_player ( const tripoint dest)
Dexterity increases chance of avoiding cuts on sharp terrain

Definition at line 9152 of file game.cpp.

9153{
9154 const optional_vpart_position vp1 = m.veh_at( dest_loc );
9155 if( const cata::optional<std::string> label = vp1.get_label() ) {
9156 add_msg( m_info, _( "Label here: %s" ), *label );
9157 }
9158 std::string signage = m.get_signage( dest_loc );
9159 if( !signage.empty() ) {
9160 if( !u.has_trait( trait_ILLITERATE ) ) {
9161 add_msg( m_info, _( "The sign says: %s" ), signage );
9162 } else {
9163 add_msg( m_info, _( "There is a sign here, but you are unable to read it." ) );
9164 }
9165 }
9166 if( m.has_graffiti_at( dest_loc ) ) {
9167 if( !u.has_trait( trait_ILLITERATE ) ) {
9168 add_msg( m_info, _( "Written here: %s" ), m.graffiti_at( dest_loc ) );
9169 } else {
9170 add_msg( m_info, _( "Something is written here, but you are unable to read it." ) );
9171 }
9172 }
9173 // TODO: Move the stuff below to a Character method so that NPCs can reuse it
9174 if( m.has_flag( "ROUGH", dest_loc ) && ( !u.in_vehicle ) && ( !u.is_mounted() ) ) {
9175 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_l" ) ) < rng( 2, 5 ) ) {
9176 add_msg( m_bad, _( "You hurt your left foot on the %s!" ),
9177 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9178 dest_loc ) );
9179 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9180 }
9181 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_r" ) ) < rng( 2, 5 ) ) {
9182 add_msg( m_bad, _( "You hurt your right foot on the %s!" ),
9183 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9184 dest_loc ) );
9185 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9186 }
9187 }
9188 ///\EFFECT_DEX increases chance of avoiding cuts on sharp terrain
9189 if( m.has_flag( "SHARP", dest_loc ) && !one_in( 3 ) && !x_in_y( 1 + u.dex_cur / 2.0, 40 ) &&
9190 ( !u.in_vehicle && !m.veh_at( dest_loc ) ) && ( !u.has_trait( trait_PARKOUR ) ||
9191 one_in( 4 ) ) && ( u.has_trait( trait_THICKSKIN ) ? !one_in( 8 ) : true ) ) {
9192 if( u.is_mounted() ) {
9193 add_msg( _( "Your %s gets cut!" ), u.mounted_creature->get_name() );
9194 u.mounted_creature->apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 10 ) );
9195 } else {
9196 const bodypart_id bp = u.get_random_body_part();
9197 if( u.deal_damage( nullptr, bp, damage_instance( DT_CUT, rng( 1, 10 ) ) ).total_damage() > 0 ) {
9198 //~ 1$s - bodypart name in accusative, 2$s is terrain name.
9199 add_msg( m_bad, _( "You cut your %1$s on the %2$s!" ),
9200 body_part_name_accusative( bp->token ),
9201 m.has_flag_ter( "SHARP", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9202 dest_loc ) );
9203 }
9204 }
9205 }
9206 if( m.has_flag( "UNSTABLE", dest_loc ) && !u.is_mounted() ) {
9207 u.add_effect( effect_bouldering, 1_turns, num_bp );
9208 } else if( u.has_effect( effect_bouldering ) ) {
9210 }
9211 if( m.has_flag_ter_or_furn( TFLAG_NO_SIGHT, dest_loc ) ) {
9212 u.add_effect( effect_no_sight, 1_turns, num_bp );
9213 } else if( u.has_effect( effect_no_sight ) ) {
9215 }
9216
9217 // If we moved out of the nonant, we need update our map data
9218 if( m.has_flag( "SWIMMABLE", dest_loc ) && u.has_effect( effect_onfire ) ) {
9219 add_msg( _( "The water puts out the flames!" ) );
9221 if( u.is_mounted() ) {
9222 monster *mon = u.mounted_creature.get();
9223 if( mon->has_effect( effect_onfire ) ) {
9225 }
9226 }
9227 }
9228
9229 if( monster *const mon_ptr = critter_at<monster>( dest_loc ) ) {
9230 // We displaced a monster. It's probably a bug if it wasn't a friendly mon...
9231 // Immobile monsters can't be displaced.
9232 monster &critter = *mon_ptr;
9233 // TODO: handling for ridden creatures other than players mount.
9234 if( !critter.has_effect( effect_ridden ) ) {
9235 if( u.is_mounted() ) {
9236 std::vector<tripoint> valid;
9237 for( const tripoint &jk : m.points_in_radius( critter.pos(), 1 ) ) {
9238 if( is_empty( jk ) ) {
9239 valid.push_back( jk );
9240 }
9241 }
9242 if( !valid.empty() ) {
9243 critter.move_to( random_entry( valid ) );
9244 add_msg( _( "You push the %s out of the way." ), critter.name() );
9245 } else {
9246 add_msg( _( "There is no room to push the %s out of the way." ), critter.name() );
9247 return u.pos().xy();
9248 }
9249 } else {
9250 critter.move_to( u.pos(), false,
9251 true ); // Force the movement even though the player is there right now.
9252 add_msg( _( "You displace the %s." ), critter.name() );
9253 }
9254 } else if( !u.has_effect( effect_riding ) ) {
9255 add_msg( _( "You cannot move the %s out of the way." ), critter.name() );
9256 return u.pos().xy();
9257 }
9258 }
9259
9260 // If the player is in a vehicle, unboard them from the current part
9261 if( u.in_vehicle ) {
9262 m.unboard_vehicle( u.pos() );
9263 }
9264 // Move the player
9265 // Start with z-level, to make it less likely that old functions (2D ones) freak out
9266 if( m.has_zlevels() && dest_loc.z != get_levz() ) {
9267 vertical_shift( dest_loc.z );
9268 }
9269
9270 if( u.is_hauling() && ( !m.can_put_items( dest_loc ) ||
9271 m.has_flag( TFLAG_DEEP_WATER, dest_loc ) ||
9272 vp1 ) ) {
9273 u.stop_hauling();
9274 }
9275 u.setpos( dest_loc );
9276 if( u.is_mounted() ) {
9277 monster *mon = u.mounted_creature.get();
9278 mon->setpos( dest_loc );
9279 mon->process_triggers();
9280 m.creature_in_field( *mon );
9281 }
9282 point submap_shift = update_map( u );
9283 // Important: don't use dest_loc after this line. `update_map` may have shifted the map
9284 // and dest_loc was not adjusted and therefore is still in the un-shifted system and probably wrong.
9285 // If you must use it you can calculate the position in the new, shifted system with
9286 // adjusted_pos = ( old_pos.x - submap_shift.x * SEEX, old_pos.y - submap_shift.y * SEEY, old_pos.z )
9287
9288 //Auto pulp or butcher and Auto foraging
9289 if( get_option<bool>( "AUTO_FEATURES" ) && mostseen == 0 && !u.is_mounted() ) {
9291
9292 const std::string forage_type = get_option<std::string>( "AUTO_FORAGING" );
9293 if( forage_type != "off" ) {
9294 const auto forage = [&]( const tripoint & pos ) {
9295 const auto &xter_t = m.ter( pos ).obj().examine;
9296 const auto &xfurn_t = m.furn( pos ).obj().examine;
9297 const bool forage_everything = forage_type == "both";
9298 const bool forage_bushes = forage_everything || forage_type == "bushes";
9299 const bool forage_trees = forage_everything || forage_type == "trees";
9300 if( xter_t == &iexamine::none ) {
9301 return;
9302 } else if( ( forage_bushes && xter_t == &iexamine::shrub_marloss ) ||
9303 ( forage_bushes && xter_t == &iexamine::shrub_wildveggies ) ||
9304 ( forage_bushes && xter_t == &iexamine::harvest_ter_nectar ) ||
9305 ( forage_trees && xter_t == &iexamine::tree_marloss ) ||
9306 ( forage_trees && xter_t == &iexamine::harvest_ter ) ||
9307 ( forage_trees && xter_t == &iexamine::harvest_ter_nectar )
9308 ) {
9309 xter_t( u, pos );
9310 } else if( ( forage_everything && xfurn_t == &iexamine::harvest_furn ) ||
9311 ( forage_everything && xfurn_t == &iexamine::harvest_furn_nectar )
9312 ) {
9313 xfurn_t( u, pos );
9314 }
9315 };
9316
9317 for( auto &elem : adjacentDir ) {
9318 forage( u.pos() + direction_XY( elem ) );
9319 }
9320 }
9321
9322 const std::string pulp_butcher = get_option<std::string>( "AUTO_PULP_BUTCHER" );
9323 if( pulp_butcher == "butcher" && u.max_quality( quality_id( "BUTCHER" ) ) > INT_MIN ) {
9324 std::vector<item *> corpses;
9325
9326 for( item &it : m.i_at( u.pos() ) ) {
9327 corpses.push_back( &it );
9328 }
9329
9330 if( !corpses.empty() ) {
9331 u.assign_activity( activity_id( "ACT_BUTCHER" ), 0, true );
9332 for( item *it : corpses ) {
9333 u.activity.targets.emplace_back( map_cursor( u.pos() ), it );
9334 }
9335 }
9336 } else if( pulp_butcher == "pulp" || pulp_butcher == "pulp_adjacent" ) {
9337 const auto pulp = [&]( const tripoint & pos ) {
9338 for( const auto &maybe_corpse : m.i_at( pos ) ) {
9339 if( maybe_corpse.is_corpse() && maybe_corpse.can_revive() &&
9340 !maybe_corpse.get_mtype()->bloodType().obj().has_acid ) {
9342 u.activity.placement = m.getabs( pos );
9343 u.activity.auto_resume = true;
9344 u.activity.str_values.push_back( "auto_pulp_no_acid" );
9345 return;
9346 }
9347 }
9348 };
9349
9350 if( pulp_butcher == "pulp_adjacent" ) {
9351 for( auto &elem : adjacentDir ) {
9352 pulp( u.pos() + direction_XY( elem ) );
9353 }
9354 } else {
9355 pulp( u.pos() );
9356 }
9357 }
9358 }
9359
9360 //Autopickup
9361 if( !u.is_mounted() && get_option<bool>( "AUTO_PICKUP" ) && !u.is_hauling() &&
9362 ( !get_option<bool>( "AUTO_PICKUP_SAFEMODE" ) || mostseen == 0 ) &&
9363 ( m.has_items( u.pos() ) || get_option<bool>( "AUTO_PICKUP_ADJACENT" ) ) ) {
9364 pickup::pick_up( u.pos(), -1 );
9365 }
9366
9367 // If the new tile is a boardable part, board it
9368 if( vp1.part_with_feature( "BOARDABLE", true ) && !u.is_mounted() ) {
9369 m.board_vehicle( u.pos(), &u );
9370 }
9371
9372 // Traps!
9373 // Try to detect.
9375 if( u.is_mounted() ) {
9377 } else {
9378 m.creature_on_trap( u );
9379 }
9380 // Drench the player if swimmable
9381 if( m.has_flag( "SWIMMABLE", u.pos() ) &&
9382 !( u.is_mounted() || ( u.in_vehicle && vp1->vehicle().can_float() ) ) ) {
9383 u.drench( 40, { { bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r } }, false );
9384 }
9385
9386 // List items here
9387 if( !m.has_flag( "SEALED", u.pos() ) ) {
9388 if( get_option<bool>( "NO_AUTO_PICKUP_ZONES_LIST_ITEMS" ) ||
9389 !check_zone( zone_type_id( "NO_AUTO_PICKUP" ), u.pos() ) ) {
9390 if( u.is_blind() && !m.i_at( u.pos() ).empty() ) {
9391 add_msg( _( "There's something here, but you can't see what it is." ) );
9392 } else if( m.has_items( u.pos() ) ) {
9393 std::vector<std::string> names;
9394 std::vector<size_t> counts;
9395 std::vector<item> items;
9396 for( auto &tmpitem : m.i_at( u.pos() ) ) {
9397
9398 std::string next_tname = tmpitem.tname();
9399 std::string next_dname = tmpitem.display_name();
9400 bool by_charges = tmpitem.count_by_charges();
9401 bool got_it = false;
9402 for( size_t i = 0; i < names.size(); ++i ) {
9403 if( by_charges && next_tname == names[i] ) {
9404 counts[i] += tmpitem.charges;
9405 got_it = true;
9406 break;
9407 } else if( next_dname == names[i] ) {
9408 counts[i] += 1;
9409 got_it = true;
9410 break;
9411 }
9412 }
9413 if( !got_it ) {
9414 if( by_charges ) {
9415 names.push_back( tmpitem.tname( tmpitem.charges ) );
9416 counts.push_back( tmpitem.charges );
9417 } else {
9418 names.push_back( tmpitem.display_name( 1 ) );
9419 counts.push_back( 1 );
9420 }
9421 items.push_back( tmpitem );
9422 }
9423 if( names.size() > 10 ) {
9424 break;
9425 }
9426 }
9427 for( size_t i = 0; i < names.size(); ++i ) {
9428 if( !items[i].count_by_charges() ) {
9429 names[i] = items[i].display_name( counts[i] );
9430 } else {
9431 names[i] = items[i].tname( counts[i] );
9432 }
9433 }
9434 int and_the_rest = 0;
9435 for( size_t i = 0; i < names.size(); ++i ) {
9436 //~ number of items: "<number> <item>"
9437 std::string fmt = vgettext( "%1$d %2$s", "%1$d %2$s", counts[i] );
9438 names[i] = string_format( fmt, counts[i], names[i] );
9439 // Skip the first two.
9440 if( i > 1 ) {
9441 and_the_rest += counts[i];
9442 }
9443 }
9444 if( names.size() == 1 ) {
9445 add_msg( _( "You see here %s." ), names[0] );
9446 } else if( names.size() == 2 ) {
9447 add_msg( _( "You see here %s and %s." ), names[0], names[1] );
9448 } else if( names.size() == 3 ) {
9449 add_msg( _( "You see here %s, %s, and %s." ), names[0], names[1], names[2] );
9450 } else if( and_the_rest < 7 ) {
9451 add_msg( vgettext( "You see here %s, %s and %d more item.",
9452 "You see here %s, %s and %d more items.",
9453 and_the_rest ),
9454 names[0], names[1], and_the_rest );
9455 } else {
9456 add_msg( _( "You see here %s and many more items." ), names[0] );
9457 }
9458 }
9459 }
9460 }
9461
9462 if( ( vp1.part_with_feature( "CONTROL_ANIMAL", true ) ||
9463 vp1.part_with_feature( "CONTROLS", true ) ) && u.in_vehicle && !u.is_mounted() ) {
9464 add_msg( _( "There are vehicle controls here." ) );
9465 if( !u.has_trait( trait_id( "WAYFARER" ) ) ) {
9466 add_msg( m_info, _( "%s to drive." ), press_x( ACTION_CONTROL_VEHICLE ) );
9467 }
9468 } else if( vp1.part_with_feature( "CONTROLS", true ) && u.in_vehicle &&
9469 u.is_mounted() ) {
9470 add_msg( _( "There are vehicle controls here but you cannot reach them whilst mounted." ) );
9471 }
9472 return submap_shift;
9473}
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
void drench(int saturation, const body_part_set &flags, bool ignore_waterproof)
Drenches the player with water, saturation is the percent gotten wet.
Definition: suffer.cpp:1750
bool is_hauling() const
Definition: character.cpp:9184
void stop_hauling()
Definition: character.cpp:9175
bodypart_id get_random_body_part(bool main=false) const
Definition: creature.cpp:1620
void vertical_shift(int z_after)
Actual z-level movement part of vertical_move.
Definition: game.cpp:10635
bool check_zone(const zone_type_id &type, const tripoint &where) const
Definition: game.cpp:6093
std::string furnname(const tripoint &p)
Definition: map.cpp:1466
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2319
bool has_graffiti_at(const tripoint &p) const
Definition: map.cpp:7798
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4752
const std::string & graffiti_at(const tripoint &p) const
Definition: map.cpp:7787
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2309
bool can_put_items(const tripoint &p) const
Definition: map.cpp:2295
void setpos(const tripoint &p) override
Definition: monster.cpp:237
bool move_to(const tripoint &p, bool force=false, bool step_on_critter=false, float stagger_adjustment=1.0)
Attempt to move to p.
Definition: monmove.cpp:1501
void process_triggers()
Definition: monster.cpp:1192
cata::optional< std::string > get_label() const
std::vector< std::string > str_values
bool auto_resume
If true, the activity will be auto-resumed next time the player attempts an identical activity.
void search_surroundings()
Search surrounding squares for traps (and maybe other things in the future).
Definition: player.cpp:701
static const efftype_id effect_riding("riding")
static const trait_id trait_ILLITERATE("ILLITERATE")
static const efftype_id effect_bouldering("bouldering")
static const trait_id trait_PARKOUR("PARKOUR")
static const efftype_id effect_no_sight("no_sight")
static const trait_id trait_THICKSKIN("THICKSKIN")
static const efftype_id effect_onfire("onfire")
point direction_XY(const direction dir)
Definition: line.cpp:433
@ TFLAG_NO_SIGHT
Definition: mapdata.h:283
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static std::map< nameFlags, std::vector< std::string > > names
Definition: name.cpp:18
const int INDEFINITELY_LONG
A number that represents the longest possible action.
void shrub_wildveggies(player &p, const tripoint &examp)
Definition: iexamine.cpp:3607
void shrub_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3572
void harvest_ter(player &p, const tripoint &examp)
Definition: iexamine.cpp:2044
void harvest_furn(player &p, const tripoint &examp)
Definition: iexamine.cpp:2023
void harvest_ter_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2032
void harvest_furn_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2014
void tree_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3586
string_id< zone_type > zone_type_id
Definition: type_id.h:192

References _, ACTION_CONTROL_VEHICLE, Character::activity, Creature::add_effect(), add_msg(), Character::assign_activity(), player_activity::auto_resume, map::board_vehicle(), body_part_name_accusative(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, map::can_put_items(), check_zone(), map::creature_in_field(), map::creature_on_trap(), Character::deal_damage(), Character::dex_cur, direction_XY(), Character::drench(), DT_CUT, EAST, effect_bouldering, effect_no_sight, effect_onfire, effect_ridden, effect_riding, item_stack::empty(), map_data_common_t::examine, map::furn(), map::furnname(), Character::get_armor_bash(), optional_vpart_position::get_label(), get_levz(), Creature::get_random_body_part(), map::get_signage(), map::getabs(), map::graffiti_at(), iexamine::harvest_furn(), iexamine::harvest_furn_nectar(), iexamine::harvest_ter(), iexamine::harvest_ter_nectar(), Creature::has_effect(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_graffiti_at(), map::has_items(), Character::has_trait(), map::has_zlevels(), map::i_at(), Character::in_vehicle, calendar::INDEFINITELY_LONG, Character::is_blind(), is_empty(), Character::is_hauling(), Character::is_mounted(), m, m_bad, m_info, visitable< T >::max_quality(), mostseen, Character::mounted_creature, monster::move_to(), monster::name(), Name::names, iexamine::none(), NORTH, NORTHEAST, NORTHWEST, num_bp, int_id< T >::obj(), one_in(), optional_vpart_position::part_with_feature(), pickup::pick_up(), player_activity::placement, map::points_in_radius(), Character::pos(), monster::pos(), press_x(), monster::process_triggers(), random_entry(), Creature::remove_effect(), rng(), player::search_surroundings(), Character::setpos(), monster::setpos(), iexamine::shrub_marloss(), iexamine::shrub_wildveggies(), SOUTH, SOUTHEAST, SOUTHWEST, Character::stop_hauling(), player_activity::str_values, string_format(), player_activity::targets, map::ter(), map::tername(), TFLAG_DEEP_WATER, TFLAG_NO_SIGHT, trait_ILLITERATE, trait_PARKOUR, trait_THICKSKIN, iexamine::tree_marloss(), u, map::unboard_vehicle(), update_map(), map::veh_at(), vertical_shift(), vgettext(), WEST, x_in_y(), tripoint::xy(), and tripoint::z.

Referenced by place_player_overmap(), and walk_move().

◆ place_player_overmap()

void game::place_player_overmap ( const tripoint_abs_omt om_dest)

Definition at line 9475 of file game.cpp.

9476{
9477 // if player is teleporting around, they don't bring their horse with them
9478 if( u.is_mounted() ) {
9480 u.mounted_creature->remove_effect( effect_ridden );
9481 u.mounted_creature = nullptr;
9482 }
9483 // offload the active npcs.
9484 unload_npcs();
9485 for( monster &critter : all_monsters() ) {
9486 despawn_monster( critter );
9487 }
9488 if( u.in_vehicle ) {
9489 m.unboard_vehicle( u.pos() );
9490 }
9491
9493 const int minz = m.has_zlevels() ? -OVERMAP_DEPTH : get_levz();
9494 const int maxz = m.has_zlevels() ? OVERMAP_HEIGHT : get_levz();
9495 for( int z = minz; z <= maxz; z++ ) {
9496 m.clear_vehicle_list( z );
9497 }
9499 // offset because load_map expects the coordinates of the top left corner, but the
9500 // player will be centered in the middle of the map.
9501 // TODO: fix point types
9502 const tripoint map_sm_pos(
9503 project_to<coords::sm>( om_dest ).raw() + point( -HALF_MAPSIZE, -HALF_MAPSIZE ) );
9504 const tripoint player_pos( u.pos().xy(), map_sm_pos.z );
9505 load_map( map_sm_pos );
9506 load_npcs();
9507 m.spawn_monsters( true ); // Static monsters
9509 // update weather now as it could be different on the new location
9511 place_player( player_pos );
9512}
point place_player(const tripoint &dest)
Definition: game.cpp:9152
void unload_npcs()
Unloads all NPCs.
Definition: game.cpp:953
void update_overmap_seen()
Definition: game.cpp:10813
level_cache & access_cache(int zlev)
Definition: map.cpp:8670
void clear_vehicle_list(int zlev)
Definition: map.cpp:329
void clear_vehicle_cache()
Definition: map.cpp:311
std::bitset< MAPSIZE_X *MAPSIZE_Y > map_memory_seen_cache
Definition: map.h:356

References map::access_cache(), all_monsters(), map::clear_vehicle_cache(), map::clear_vehicle_list(), despawn_monster(), effect_ridden, effect_riding, get_levz(), get_weather, HALF_MAPSIZE, map::has_zlevels(), Character::in_vehicle, Character::is_mounted(), load_map(), load_npcs(), m, level_cache::map_memory_seen_cache, Character::mounted_creature, weather_manager::nextweather, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_player(), Character::pos(), Creature::remove_effect(), map::spawn_monsters(), calendar::turn, u, map::unboard_vehicle(), unload_npcs(), update_overmap_seen(), tripoint::xy(), and tripoint::z.

◆ place_vehicle_nearby()

vehicle * game::place_vehicle_nearby ( const vproto_id id,
const point_abs_omt origin,
int  min_distance,
int  max_distance,
const std::vector< std::string > &  omt_search_types = {} 
)
private

Definition at line 849 of file game.cpp.

852{
853 std::vector<std::string> search_types = omt_search_types;
854 if( search_types.empty() ) {
855 vehicle veh( id );
856 if( veh.can_float() ) {
857 search_types.push_back( "river" );
858 search_types.push_back( "lake" );
859 } else {
860 search_types.push_back( "field" );
861 search_types.push_back( "road" );
862 }
863 }
864 for( const std::string &search_type : search_types ) {
865 omt_find_params find_params;
866 find_params.must_see = false;
867 find_params.cant_see = false;
868 find_params.types.emplace_back( search_type, ot_match_type::type );
869 // find nearest road
870 find_params.min_distance = min_distance;
871 find_params.search_range = max_distance;
872 // if player spawns underground, park their car on the surface.
873 const tripoint_abs_omt omt_origin( origin, 0 );
874 for( const tripoint_abs_omt &goal : overmap_buffer.find_all( omt_origin, find_params ) ) {
875 // try place vehicle there.
876 tinymap target_map;
877 target_map.load( project_to<coords::sm>( goal ), false );
878 const tripoint tinymap_center( SEEX, SEEY, goal.z() );
879 static constexpr std::array<units::angle, 4> angles = {{
880 0_degrees, 90_degrees, 180_degrees, 270_degrees
881 }
882 };
883 vehicle *veh = target_map.add_vehicle(
884 id, tinymap_center, random_entry( angles ), rng( 50, 80 ), 0, false );
885 if( veh ) {
886 tripoint abs_local = m.getlocal( target_map.getabs( tinymap_center ) );
887 veh->sm_pos = ms_to_sm_remain( abs_local );
888 veh->pos = abs_local.xy();
890 veh->tracking_on = true;
891 target_map.save();
892 return veh;
893 }
894 }
895 }
896 return nullptr;
897}
void save()
Add currently loaded submaps (in grid) to the mapbuffer.
Definition: map.cpp:6586
vehicle * add_vehicle(const vgroup_id &type, const tripoint &p, units::angle dir, int init_veh_fuel=-1, int init_veh_status=-1, bool merge_wrecks=true)
Definition: mapgen.cpp:5600
void add_vehicle(vehicle *veh)
Add the vehicle to be tracked in the overmap.
std::vector< tripoint_abs_omt > find_all(const tripoint_abs_omt &origin, const omt_find_params &params)
Find all places with the specific overmap terrain type.
Definition: map.h:2091
point pos
Position of the vehicle inside the submap that contains the vehicle.
Definition: vehicle.h:1916
tripoint sm_pos
Submap coordinates of the currently loaded submap (see game::m) that contains this vehicle.
Definition: vehicle.h:1901
bool tracking_on
Definition: vehicle.h:1991
point ms_to_sm_remain(int &x, int &y)
static constexpr int SEEY
Standard arguments for finding overmap terrain.
std::vector< std::pair< std::string, ot_match_type > > types

References map::add_vehicle(), overmapbuffer::add_vehicle(), vehicle::can_float(), omt_find_params::cant_see, overmapbuffer::find_all(), map::getabs(), map::getlocal(), map::load(), m, omt_find_params::min_distance, ms_to_sm_remain(), omt_find_params::must_see, overmap_buffer, vehicle::pos, random_entry(), rng(), map::save(), omt_find_params::search_range, SEEX, SEEY, vehicle::sm_pos, vehicle::tracking_on, type, omt_find_params::types, and tripoint::xy().

Referenced by start_game().

◆ pre_print_all_tile_info()

void game::pre_print_all_tile_info ( const tripoint lp,
const catacurses::window w_info,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6635 of file game.cpp.

6638{
6639 // get global area info according to look_around caret position
6640 // TODO: fix point types
6642 lp ) ) ) );
6643 // we only need the area name and then pass it to print_all_tile_info() function below
6644 const std::string area_name = cur_ter_m->get_name();
6645 print_all_tile_info( lp, w_info, area_name, 1, first_line, last_line, cache );
6646}
void print_all_tile_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:5815
point ms_to_omt_copy(const point &p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493
std::string get_name() const
Definition: omdata.h:205

References oter_t::get_name(), map::getabs(), m, ms_to_omt_copy(), overmap_buffer, print_all_tile_info(), and overmapbuffer::ter().

Referenced by look_around().

◆ print_all_tile_info()

void game::print_all_tile_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 5815 of file game.cpp.

5820{
5821 visibility_type visibility = VIS_HIDDEN;
5822 const bool inbounds = m.inbounds( lp );
5823 if( inbounds ) {
5824 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5825 }
5826 const Creature *creature = critter_at( lp, true );
5827 switch( visibility ) {
5828 case VIS_CLEAR: {
5829 const optional_vpart_position vp = m.veh_at( lp );
5830 print_terrain_info( lp, w_look, area_name, column, line );
5831 print_fields_info( lp, w_look, column, line );
5832 print_trap_info( lp, w_look, column, line );
5833 print_creature_info( creature, w_look, column, line, last_line );
5834 print_vehicle_info( veh_pointer_or_null( vp ), vp ? vp->part_index() : -1, w_look, column, line,
5835 last_line );
5836 print_items_info( lp, w_look, column, line, last_line );
5837 print_graffiti_info( lp, w_look, column, line, last_line );
5838 }
5839 break;
5840 case VIS_BOOMER:
5841 case VIS_BOOMER_DARK:
5842 case VIS_DARK:
5843 case VIS_LIT:
5844 case VIS_HIDDEN:
5845 print_visibility_info( w_look, column, line, visibility );
5846
5847 if( creature != nullptr ) {
5848 std::vector<std::string> buf;
5849 if( u.sees_with_infrared( *creature ) ) {
5850 creature->describe_infrared( buf );
5851 } else if( u.sees_with_specials( *creature ) ) {
5852 creature->describe_specials( buf );
5853 }
5854 for( const std::string &s : buf ) {
5855 mvwprintw( w_look, point( 1, ++line ), s );
5856 }
5857 }
5858 break;
5859 }
5860 if( !inbounds ) {
5861 return;
5862 }
5863 auto this_sound = sounds::sound_at( lp );
5864 if( !this_sound.empty() ) {
5865 mvwprintw( w_look, point( 1, ++line ), _( "You heard %s from here." ), this_sound );
5866 } else {
5867 // Check other z-levels
5868 tripoint tmp = lp;
5869 for( tmp.z = -OVERMAP_DEPTH; tmp.z <= OVERMAP_HEIGHT; tmp.z++ ) {
5870 if( tmp.z == lp.z ) {
5871 continue;
5872 }
5873
5874 auto zlev_sound = sounds::sound_at( tmp );
5875 if( !zlev_sound.empty() ) {
5876 mvwprintw( w_look, point( 1, ++line ), tmp.z > lp.z ?
5877 _( "You heard %s from above." ) : _( "You heard %s from below." ), zlev_sound );
5878 }
5879 }
5880 }
5881}
bool sees_with_specials(const Creature &critter) const
Definition: character.cpp:6425
bool sees_with_infrared(const Creature &critter) const
Check whether the this player can see the other creature with infrared.
void print_fields_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5985
void print_terrain_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
Definition: game.cpp:5912
void print_graffiti_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6077
void print_creature_info(const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6022
void print_vehicle_info(const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6031
void print_items_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6040
void print_visibility_info(const catacurses::window &w_look, int column, int &line, visibility_type visibility)
Definition: game.cpp:5883
void print_trap_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:6003
void line(map *m, const ter_id &type, const point &p1, const point &p2)
Definition: mapgen.cpp:6455
std::string sound_at(const tripoint &location)
Definition: sounds.cpp:605

References _, map::apparent_light_at(), creature, critter_at(), map::get_visibility(), map::inbounds(), line(), m, catacurses::mvwprintw(), OVERMAP_DEPTH, OVERMAP_HEIGHT, print_creature_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), print_vehicle_info(), print_visibility_info(), Character::sees_with_infrared(), Character::sees_with_specials(), sounds::sound_at(), u, map::veh_at(), veh_pointer_or_null(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, and tripoint::z.

Referenced by pre_print_all_tile_info().

◆ print_creature_info()

void game::print_creature_info ( const Creature creature,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6022 of file game.cpp.

6024{
6025 int vLines = last_line - line;
6026 if( creature != nullptr && ( u.sees( *creature ) || creature == &u ) ) {
6027 line = creature->print_info( w_look, ++line, vLines, column );
6028 }
6029}

References creature, line(), Character::sees(), and u.

Referenced by print_all_tile_info().

◆ print_fields_info()

void game::print_fields_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5985 of file game.cpp.

5987{
5988 const field &tmpfield = m.field_at( lp );
5989 for( auto &fld : tmpfield ) {
5990 const field_entry &cur = fld.second;
5991 if( fld.first.obj().has_fire && ( m.has_flag( TFLAG_FIRE_CONTAINER, lp ) ||
5992 m.ter( lp ) == t_pit_shallow || m.ter( lp ) == t_pit ) ) {
5993 const int max_width = getmaxx( w_look ) - column - 2;
5994 int lines = fold_and_print( w_look, point( column, ++line ), max_width, cur.color(),
5995 get_fire_fuel_string( lp ) ) - 1;
5996 line += lines;
5997 } else {
5998 mvwprintz( w_look, point( column, ++line ), cur.color(), cur.name() );
5999 }
6000 }
6001}
An active or passive effect existing on a tile.
Definition: field.h:20
nc_color color() const
Definition: field.cpp:94
std::string name() const
Definition: field.h:84
A variable sized collection of field entries on a given map square.
Definition: field.h:131
ter_id t_pit_shallow
Definition: mapdata.cpp:625
ter_id t_pit
Definition: mapdata.cpp:625

References field_entry::color(), map::field_at(), fold_and_print(), get_fire_fuel_string(), catacurses::getmaxx(), map::has_flag(), line(), m, mvwprintz(), field_entry::name(), t_pit, t_pit_shallow, map::ter(), and TFLAG_FIRE_CONTAINER.

Referenced by print_all_tile_info().

◆ print_graffiti_info()

void game::print_graffiti_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6077 of file game.cpp.

6080{
6081 if( line > last_line ) {
6082 return;
6083 }
6084
6085 const int max_width = getmaxx( w_look ) - column - 2;
6086 if( m.has_graffiti_at( lp ) ) {
6087 fold_and_print( w_look, point( column, ++line ), max_width, c_light_gray,
6088 m.ter( lp ) == t_grave_new ? _( "Graffiti: %s" ) : _( "Inscription: %s" ),
6089 m.graffiti_at( lp ) );
6090 }
6091}
ter_id t_grave_new
Definition: mapdata.cpp:625

References _, c_light_gray, fold_and_print(), catacurses::getmaxx(), map::graffiti_at(), map::has_graffiti_at(), line(), m, t_grave_new, and map::ter().

Referenced by print_all_tile_info().

◆ print_items_info()

void game::print_items_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6040 of file game.cpp.

6043{
6044 if( !m.sees_some_items( lp, u ) ) {
6045 return;
6046 } else if( m.has_flag( "CONTAINER", lp ) && !m.could_see_items( lp, u ) ) {
6047 mvwprintw( w_look, point( column, ++line ), _( "You cannot see what is inside of it." ) );
6048 } else if( u.has_effect( effect_blind ) || u.worn_with_flag( "BLIND" ) ) {
6049 mvwprintz( w_look, point( column, ++line ), c_yellow,
6050 _( "There's something there, but you can't see what it is." ) );
6051 return;
6052 } else {
6053 std::map<std::string, int> item_names;
6054 for( auto &item : m.i_at( lp ) ) {
6055 ++item_names[item.tname()];
6056 }
6057
6058 const int max_width = getmaxx( w_look ) - column - 1;
6059 for( auto it = item_names.begin(); it != item_names.end(); ++it ) {
6060 // last line but not last item
6061 if( line + 1 >= last_line && std::next( it ) != item_names.end() ) {
6062 mvwprintz( w_look, point( column, ++line ), c_yellow, _( "More items here…" ) );
6063 break;
6064 }
6065
6066 if( it->second > 1 ) {
6067 trim_and_print( w_look, point( column, ++line ), max_width, c_white,
6068 pgettext( "%s is the name of the item. %d is the quantity of that item.", "%s [%d]" ),
6069 it->first.c_str(), it->second );
6070 } else {
6071 trim_and_print( w_look, point( column, ++line ), max_width, c_white, it->first );
6072 }
6073 }
6074 }
6075}
bool could_see_items(const tripoint &p, const Creature &who) const
Check if the creature could see items at p if there were any items.
Definition: map.cpp:4728
static const efftype_id effect_blind("blind")

References _, c_white, c_yellow, map::could_see_items(), effect_blind, catacurses::getmaxx(), Creature::has_effect(), map::has_flag(), map::i_at(), line(), m, catacurses::mvwprintw(), mvwprintz(), pgettext(), map::sees_some_items(), item::tname(), trim_and_print(), u, and Character::worn_with_flag().

Referenced by print_all_tile_info().

◆ print_terrain_info()

void game::print_terrain_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line 
)
private

Definition at line 5912 of file game.cpp.

5915{
5916 const int max_width = getmaxx( w_look ) - column - 1;
5917 int lines;
5918
5919 const auto fmt_tile_info = []( const tripoint & lp ) {
5920 map &here = get_map();
5921 std::string ret;
5922 if( debug_mode ) {
5923 ret = string_format( "%s %s", lp.to_string(), here.ter( lp )->id );
5924 if( here.has_furn( lp ) ) {
5925 ret += "; " + here.furn( lp )->id.str();
5926 }
5927 } else {
5928 ret = here.tername( lp );
5929 if( here.has_furn( lp ) ) {
5930 ret += "; " + here.furnname( lp );
5931 }
5932 }
5933 return ret;
5934 };
5935
5936 std::string tile = string_format( "(%s) %s", area_name, fmt_tile_info( lp ) );
5937
5938 if( m.impassable( lp ) ) {
5939 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5940 _( "%s; Impassable" ),
5941 tile );
5942 } else {
5943 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5944 _( "%s; Movement cost %d" ),
5945 tile, m.move_cost( lp ) * 50 );
5946
5947 const auto ll = get_light_level( std::max( 1.0,
5948 LIGHT_AMBIENT_LIT - m.ambient_light_at( lp ) + 1.0 ) );
5949 mvwprintw( w_look, point( column, ++lines ), _( "Lighting: " ) );
5950 wprintz( w_look, ll.second, ll.first );
5951 }
5952
5953 std::string signage = m.get_signage( lp );
5954 if( !signage.empty() ) {
5955 trim_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5956 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
5957 u.has_trait( trait_ILLITERATE ) ? _( "Sign: ???" ) : _( "Sign: %s" ), signage );
5958 }
5959
5960 if( m.has_zlevels() && lp.z > -OVERMAP_DEPTH && !m.has_floor( lp ) ) {
5961 // Print info about stuff below
5962 tripoint below( lp.xy(), lp.z - 1 );
5963 std::string tile_below = fmt_tile_info( below );
5964
5965 if( !m.has_floor_or_support( lp ) ) {
5966 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5967 _( "Below: %s; No support" ),
5968 tile_below );
5969 } else {
5970 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5971 _( "Below: %s; Walkable" ),
5972 tile_below );
5973 }
5974 }
5975
5976 int map_features = fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5977 m.features( lp ) );
5978 fold_and_print( w_look, point( column, ++lines ), max_width, c_light_gray, _( "Coverage: %d%%" ),
5979 m.coverage( lp ) );
5980 if( line < lines ) {
5981 line = lines + map_features - 1;
5982 }
5983}
Manage and cache data about a part of the map.
Definition: map.h:389
bool has_floor_or_support(const tripoint &p) const
Definition: map.cpp:2036
float ambient_light_at(const tripoint &p) const
Definition: lightmap.cpp:617
std::string features(const tripoint &p)
Definition: map.cpp:1711
int coverage(const tripoint &p) const
Returns coverage value of the tile.
Definition: map.cpp:6236
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
std::pair< std::string, nc_color > get_light_level(const float light)
Definition: output.cpp:1621
furn_str_id id
Definition: mapdata.h:490
ter_str_id id
Definition: mapdata.h:458

References _, map::ambient_light_at(), c_dark_gray, c_light_gray, map::coverage(), debug_mode, map::features(), fold_and_print(), map::furn(), map::furnname(), get_light_level(), get_map, map::get_signage(), catacurses::getmaxx(), map::has_floor(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), ter_t::id, furn_t::id, map::impassable(), LIGHT_AMBIENT_LIT, line(), m, map::move_cost(), catacurses::mvwprintw(), OVERMAP_DEPTH, cata::hash64_detail::ret, string_id< T >::str(), string_format(), map::ter(), map::tername(), tripoint::to_string(), trait_ILLITERATE, trim_and_print(), u, wprintz(), tripoint::xy(), and tripoint::z.

Referenced by print_all_tile_info().

◆ print_trap_info()

void game::print_trap_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 6003 of file game.cpp.

6005{
6006 const trap &tr = m.tr_at( lp );
6007 if( tr.can_see( lp, u ) ) {
6008 partial_con *pc = m.partial_con_at( lp );
6009 std::string tr_name;
6010 if( pc && tr.loadid == tr_unfinished_construction ) {
6011 const construction &built = pc->id.obj();
6012 tr_name = string_format( _( "Unfinished task: %s, %d%% complete" ), built.description,
6013 pc->counter / 100000 );
6014 } else {
6015 tr_name = tr.name();
6016 }
6017
6018 mvwprintz( w_look, point( column, ++line ), tr.color, tr_name );
6019 }
6020}
partial_con * partial_con_at(const tripoint &p)
Definition: map.cpp:5133
static const trap_str_id tr_unfinished_construction("tr_unfinished_construction")
std::string description
Definition: construction.h:51
construction_id id
Definition: construction.h:33
nc_color color
Definition: trap.h:93

References _, trap::can_see(), trap::color, partial_con::counter, construction::description, partial_con::id, line(), trap::loadid, m, mvwprintz(), trap::name(), int_id< T >::obj(), map::partial_con_at(), string_format(), map::tr_at(), tr_unfinished_construction, and u.

Referenced by print_all_tile_info().

◆ print_vehicle_info()

void game::print_vehicle_info ( const vehicle veh,
int  veh_part,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6031 of file game.cpp.

6033{
6034 if( veh ) {
6035 mvwprintw( w_look, point( column, ++line ), _( "There is a %s there. Parts:" ), veh->name );
6036 line = veh->print_part_list( w_look, ++line, last_line, getmaxx( w_look ), veh_part );
6037 }
6038}
int print_part_list(const catacurses::window &win, int y1, int max_y, int width, int p, int hl=-1, bool detail=false) const
Prints a list of all parts to the screen inside of a boxed window, possibly highlighting a selected o...

References _, catacurses::getmaxx(), line(), catacurses::mvwprintw(), vehicle::name, and vehicle::print_part_list().

Referenced by print_all_tile_info().

◆ print_visibility_info()

void game::print_visibility_info ( const catacurses::window w_look,
int  column,
int &  line,
visibility_type  visibility 
)
private

Definition at line 5883 of file game.cpp.

5885{
5886 const char *visibility_message = nullptr;
5887 switch( visibility ) {
5888 case VIS_CLEAR:
5889 visibility_message = _( "Clearly visible." );
5890 break;
5891 case VIS_BOOMER:
5892 visibility_message = _( "A bright pink blur." );
5893 break;
5894 case VIS_BOOMER_DARK:
5895 visibility_message = _( "A pink blur." );
5896 break;
5897 case VIS_DARK:
5898 visibility_message = _( "Darkness." );
5899 break;
5900 case VIS_LIT:
5901 visibility_message = _( "Bright light." );
5902 break;
5903 case VIS_HIDDEN:
5904 visibility_message = _( "Unseen." );
5905 break;
5906 }
5907
5908 mvwprintw( w_look, point( line, column ), visibility_message );
5909 line += 2;
5910}

References _, line(), catacurses::mvwprintw(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, and VIS_LIT.

Referenced by print_all_tile_info().

◆ process_activity()

void game::process_activity ( )
private

Definition at line 1744 of file game.cpp.

1745{
1746 if( !u.activity ) {
1747 return;
1748 }
1749
1750 while( u.moves > 0 && u.activity ) {
1751 u.activity.do_turn( u );
1752 }
1753}
void do_turn(player &p)
Performs the activity for a single turn.

References Character::activity, player_activity::do_turn(), Creature::moves, and u.

Referenced by do_turn().

◆ process_artifact()

void game::process_artifact ( item it,
player p 
)

Definition at line 11386 of file game.cpp.

11387{
11388 const bool worn = p.is_worn( it );
11389 const bool wielded = ( &it == &p.weapon );
11390 std::vector<art_effect_passive> effects = it.type->artifact->effects_carried;
11391 if( worn ) {
11392 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_worn;
11393 effects.insert( effects.end(), ew.begin(), ew.end() );
11394 }
11395 if( wielded ) {
11396 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_wielded;
11397 effects.insert( effects.end(), ew.begin(), ew.end() );
11398 }
11399
11400 if( it.is_tool() ) {
11401 // Recharge it if necessary
11402 if( it.ammo_remaining() < it.ammo_capacity() && calendar::once_every( 1_minutes ) ) {
11403 //Before incrementing charge, check that any extra requirements are met
11404 if( check_art_charge_req( it ) ) {
11405 switch( it.type->artifact->charge_type ) {
11406 case ARTC_NULL:
11407 case NUM_ARTCS:
11408 break; // dummy entries
11409 case ARTC_TIME:
11410 // Once per hour
11411 if( calendar::once_every( 1_hours ) ) {
11412 it.charges++;
11413 }
11414 break;
11415 case ARTC_SOLAR:
11416 if( calendar::once_every( 10_minutes ) &&
11417 is_in_sunlight( p.pos() ) ) {
11418 it.charges++;
11419 }
11420 break;
11421 // Artifacts can inflict pain even on Deadened folks.
11422 // Some weird Lovecraftian thing. ;P
11423 // (So DON'T route them through mod_pain!)
11424 case ARTC_PAIN:
11425 if( calendar::once_every( 1_minutes ) ) {
11426 add_msg( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
11427 p.mod_pain_noresist( 3 * rng( 1, 3 ) );
11428 it.charges++;
11429 }
11430 break;
11431 case ARTC_HP:
11432 if( calendar::once_every( 1_minutes ) ) {
11433 add_msg( m_bad, _( "You feel your body decaying." ) );
11434 p.hurtall( 1, nullptr );
11435 it.charges++;
11436 }
11437 break;
11438 case ARTC_FATIGUE:
11439 if( calendar::once_every( 1_minutes ) ) {
11440 add_msg( m_bad, _( "You feel fatigue seeping into your body." ) );
11441 u.mod_fatigue( 3 * rng( 1, 3 ) );
11442 u.mod_stamina( -90 * rng( 1, 3 ) * rng( 1, 3 ) * rng( 2, 3 ) );
11443 it.charges++;
11444 }
11445 break;
11446 // Portals are energetic enough to charge the item.
11447 // Tears in reality are consumed too, but can't charge it.
11448 case ARTC_PORTAL:
11449 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11450 m.remove_field( dest, fd_fatigue );
11451 if( m.tr_at( dest ).loadid == tr_portal ) {
11452 add_msg( m_good, _( "The portal collapses!" ) );
11453 m.remove_trap( dest );
11454 it.charges++;
11455 break;
11456 }
11457 }
11458 break;
11459 }
11460 }
11461 }
11462 }
11463
11464 for( const art_effect_passive &i : effects ) {
11465 switch( i ) {
11466 case AEP_STR_UP:
11467 p.mod_str_bonus( +4 );
11468 break;
11469 case AEP_DEX_UP:
11470 p.mod_dex_bonus( +4 );
11471 break;
11472 case AEP_PER_UP:
11473 p.mod_per_bonus( +4 );
11474 break;
11475 case AEP_INT_UP:
11476 p.mod_int_bonus( +4 );
11477 break;
11478 case AEP_ALL_UP:
11479 p.mod_str_bonus( +2 );
11480 p.mod_dex_bonus( +2 );
11481 p.mod_per_bonus( +2 );
11482 p.mod_int_bonus( +2 );
11483 break;
11484 case AEP_SPEED_UP:
11485 // Handled in player::current_speed()
11486 break;
11487
11488 case AEP_PBLUE:
11489 if( p.get_rad() > 0 ) {
11490 p.mod_rad( -1 );
11491 }
11492 break;
11493
11494 case AEP_SMOKE:
11495 if( one_in( 10 ) ) {
11496 tripoint pt( p.posx() + rng( -1, 1 ),
11497 p.posy() + rng( -1, 1 ),
11498 p.posz() );
11499 m.add_field( pt, fd_smoke, rng( 1, 3 ) );
11500 }
11501 break;
11502
11503 case AEP_SNAKES:
11504 break; // Handled in player::hit()
11505
11506 case AEP_EXTINGUISH:
11507 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11508 m.mod_field_age( dest, fd_fire, -1_turns );
11509 }
11510 break;
11511
11512 case AEP_FUN:
11513 //Bonus fluctuates, wavering between 0 and 30-ish - usually around 12
11514 p.add_morale( MORALE_FEELING_GOOD, rng( 1, 2 ) * rng( 2, 3 ), 0, 3_turns, 0_turns, false );
11515 break;
11516
11517 case AEP_HUNGER:
11518 if( one_in( 100 ) ) {
11519 p.mod_stored_kcal( -10 );
11520 }
11521 break;
11522
11523 case AEP_THIRST:
11524 if( one_in( 120 ) ) {
11525 p.mod_thirst( 1 );
11526 }
11527 break;
11528
11529 case AEP_EVIL:
11530 if( one_in( 150 ) ) { // Once every 15 minutes, on average
11531 p.add_effect( effect_evil, 30_minutes );
11532 if( it.is_armor() ) {
11533 if( !worn ) {
11534 add_msg( _( "You have an urge to wear the %s." ),
11535 it.tname() );
11536 }
11537 } else if( !wielded ) {
11538 add_msg( _( "You have an urge to wield the %s." ),
11539 it.tname() );
11540 }
11541 }
11542 break;
11543
11544 case AEP_SCHIZO:
11545 break; // Handled in player::suffer()
11546
11547 case AEP_RADIOACTIVE:
11548 if( one_in( 4 ) ) {
11549 p.irradiate( 1.0f );
11550 }
11551 break;
11552
11553 case AEP_STR_DOWN:
11554 p.mod_str_bonus( -3 );
11555 break;
11556
11557 case AEP_DEX_DOWN:
11558 p.mod_dex_bonus( -3 );
11559 break;
11560
11561 case AEP_PER_DOWN:
11562 p.mod_per_bonus( -3 );
11563 break;
11564
11565 case AEP_INT_DOWN:
11566 p.mod_int_bonus( -3 );
11567 break;
11568
11569 case AEP_ALL_DOWN:
11570 p.mod_str_bonus( -2 );
11571 p.mod_dex_bonus( -2 );
11572 p.mod_per_bonus( -2 );
11573 p.mod_int_bonus( -2 );
11574 break;
11575
11576 case AEP_SPEED_DOWN:
11577 break; // Handled in player::current_speed()
11578
11579 default:
11580 //Suppress warnings
11581 break;
11582 }
11583 }
11584 // Recalculate, as it might have changed (by mod_*_bonus above)
11585 p.str_cur = p.get_str();
11586 p.int_cur = p.get_int();
11587 p.dex_cur = p.get_dex();
11588 p.per_cur = p.get_per();
11589}
@ ARTC_PORTAL
Definition: artifact.h:69
@ ARTC_FATIGUE
Definition: artifact.h:68
@ ARTC_NULL
Definition: artifact.h:63
@ ARTC_SOLAR
Definition: artifact.h:65
@ NUM_ARTCS
Definition: artifact.h:70
@ ARTC_HP
Definition: artifact.h:67
@ ARTC_TIME
Definition: artifact.h:64
@ ARTC_PAIN
Definition: artifact.h:66
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4184
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4179
int str_cur
Definition: character.h:247
void mod_rad(int mod)
Definition: character.cpp:7186
virtual int get_dex() const
Definition: character.cpp:4068
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4299
bool is_worn(const item &thing) const
Definition: character.h:1082
virtual int get_int() const
Definition: character.cpp:4076
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4430
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4174
int int_cur
Definition: character.h:249
int get_rad() const
Definition: character.cpp:7176
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9091
virtual int get_per() const
Definition: character.cpp:4072
void mod_stamina(int mod)
Definition: character.cpp:7213
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8657
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1527
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4189
virtual void mod_pain_noresist(int npain)
Definition: creature.cpp:1352
bool is_in_sunlight(const tripoint &p)
Returns true if p is outdoors and it is sunny.
Definition: game.cpp:4955
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7220
bool is_tool() const
Definition: item.cpp:6797
int ammo_capacity() const
Maximum quantity of ammunition loadable for tool, gun or auxiliary gunmod.
Definition: item.cpp:7247
int charges
Definition: item.h:2195
bool is_armor() const
Definition: item.cpp:6548
const itype * type
Definition: item.h:2156
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5388
time_duration mod_field_age(const tripoint &p, const field_type_id &type, const time_duration &offset)
Increment/decrement age of field entry at point.
Definition: map.cpp:5308
void remove_trap(const tripoint &p)
Definition: map.cpp:5253
art_effect_passive
Definition: enums.h:99
@ AEP_EXTINGUISH
Definition: enums.h:114
field_type_id fd_smoke
Definition: field_type.cpp:346
field_type_id fd_fatigue
Definition: field_type.cpp:354
static const efftype_id effect_evil("evil")
static const trap_str_id tr_portal("tr_portal")
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
cata::value_ptr< islot_artifact > artifact
Definition: itype.h:864

References _, Creature::add_effect(), map::add_field(), Character::add_morale(), add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_EXTINGUISH, AEP_FUN, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_RADIOACTIVE, AEP_SCHIZO, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STR_DOWN, AEP_STR_UP, AEP_THIRST, item::ammo_capacity(), item::ammo_remaining(), ARTC_FATIGUE, ARTC_HP, ARTC_NULL, ARTC_PAIN, ARTC_PORTAL, ARTC_SOLAR, ARTC_TIME, itype::artifact, item::charges, check_art_charge_req(), Character::dex_cur, effect_evil, fd_fatigue, fd_fire, fd_smoke, Character::get_dex(), Character::get_int(), Character::get_per(), Character::get_rad(), Character::get_str(), Character::hurtall(), Character::int_cur, Character::irradiate(), item::is_armor(), is_in_sunlight(), item::is_tool(), Character::is_worn(), trap::loadid, m, m_bad, m_good, Character::mod_dex_bonus(), Character::mod_fatigue(), map::mod_field_age(), Character::mod_int_bonus(), Creature::mod_pain_noresist(), Character::mod_per_bonus(), Character::mod_rad(), Character::mod_stamina(), Character::mod_stored_kcal(), Character::mod_str_bonus(), Character::mod_thirst(), MORALE_FEELING_GOOD, NUM_ARTCS, calendar::once_every(), one_in(), Character::per_cur, map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), map::remove_field(), map::remove_trap(), rng(), Character::str_cur, item::tname(), map::tr_at(), tr_portal, item::type, u, and Character::weapon.

◆ process_voluntary_act_interrupt()

void game::process_voluntary_act_interrupt ( )
private

Definition at line 1705 of file game.cpp.

1706{
1707 if( u.has_effect( effect_sleep ) ) {
1708 // Can't interrupt
1709 return;
1710 }
1711
1712 bool has_activity = u.activity && u.activity.moves_left > 0;
1713 bool is_travelling = u.has_destination() && !u.omt_path.empty();
1714
1715 if( !has_activity && !is_travelling ) {
1716 // Nohing to interrupt
1717 return;
1718 }
1719
1720 // Key poll may be quite expensive, so limit it to 10 times per second.
1721 static auto last_poll = std::chrono::steady_clock::now();
1722 auto now = std::chrono::steady_clock::now();
1723 int64_t difference = std::chrono::duration_cast<std::chrono::milliseconds>
1724 ( now - last_poll ).count();
1725
1726 if( difference > 100 ) {
1728 last_poll = now;
1729 }
1730
1731 // If player is performing a task and a monster is dangerously close, warn them
1732 // regardless of previous safemode warnings
1733 if( has_activity && !u.has_activity( activity_id( "ACT_AIM" ) ) &&
1735 Creature *hostile_critter = is_hostile_very_close();
1736 if( hostile_critter != nullptr ) {
1738 string_format( _( "The %s is dangerously close!" ),
1739 hostile_critter->get_name() ) );
1740 }
1741 }
1742}
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9222
virtual std::string get_name() const =0
void handle_key_blocking_activity()
Definition: game.cpp:2059
int moves_left
The number of moves remaining in this activity before it is complete.

References _, Character::activity, cancel_activity_or_ignore_query(), effect_sleep, Creature::get_name(), handle_key_blocking_activity(), Character::has_activity(), Character::has_destination(), Creature::has_effect(), hostile_spotted_near, player_activity::is_distraction_ignored(), is_hostile_very_close(), player_activity::moves_left, Character::omt_path, string_format(), and u.

Referenced by do_turn().

◆ prompt_dangerous_tile()

bool game::prompt_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8764 of file game.cpp.

8765{
8766 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8767
8768 if( !harmful_stuff.empty() &&
8769 !query_yn( _( "Really step into %s?" ), enumerate_as_string( harmful_stuff ) ) ) {
8770 return false;
8771 }
8772 if( !harmful_stuff.empty() && u.is_mounted() &&
8773 m.tr_at( dest_loc ).loadid == tr_ledge ) {
8774 add_msg( m_warning, _( "Your %s refuses to move over that ledge!" ),
8775 u.mounted_creature->get_name() );
8776 return false;
8777 }
8778 return true;
8779}

References _, add_msg(), enumerate_as_string(), get_dangerous_tile(), Character::is_mounted(), trap::loadid, m, m_warning, Character::mounted_creature, query_yn(), map::tr_at(), tr_ledge, and u.

Referenced by npc_menu(), and walk_move().

◆ quickload()

void game::quickload ( )
private

Definition at line 11354 of file game.cpp.

11355{
11356 const WORLDPTR active_world = world_generator->active_world;
11357 if( active_world == nullptr ) {
11358 return;
11359 }
11360
11361 if( active_world->save_exists( save_t::from_player_name( u.name ) ) ) {
11362 if( moves_since_last_save != 0 ) { // See if we need to reload anything
11363 MAPBUFFER.reset();
11365 try {
11366 setup();
11367 } catch( const std::exception &err ) {
11368 debugmsg( "Error: %s", err.what() );
11369 }
11371 }
11372 } else {
11373 popup_getkey( _( "No saves for %s yet." ), u.name );
11374 }
11375}
bool load(const std::string &world)
Attempt to load first valid save (if any) in world.
Definition: game.cpp:2593
void setup()
Definition: game.cpp:562
static save_t from_player_name(const std::string &name)
int popup_getkey(const char *const mes, Args &&... args)
Definition: output.h:500
bool save_exists(const save_t &name) const

References _, overmapbuffer::clear(), debugmsg, save_t::from_player_name(), load(), MAPBUFFER, moves_since_last_save, Character::name, overmap_buffer, popup_getkey(), mapbuffer::reset(), WORLD::save_exists(), setup(), u, and world_generator.

Referenced by handle_action().

◆ quicksave()

void game::quicksave ( )

Definition at line 11332 of file game.cpp.

11333{
11334 //Don't autosave if the player hasn't done anything since the last autosave/quicksave,
11335 if( !moves_since_last_save ) {
11336 return;
11337 }
11338 add_msg( m_info, _( "Saving game, this may take a while" ) );
11339
11341 popup.message( "%s", _( "Saving game, this may take a while" ) );
11344
11345 time_t now = time( nullptr ); //timestamp for start of saving procedure
11346
11347 //perform save
11348 save();
11349 //Now reset counters for autosaving, so we don't immediately autosave after a quicksave or autosave.
11351 last_save_timestamp = now;
11352}

References _, add_msg(), last_save_timestamp, m_info, moves_since_last_save, popup(), ui_manager::redraw(), refresh_display(), and save().

Referenced by autosave(), and handle_action().

◆ reenter_fullscreen()

void game::reenter_fullscreen ( )

Definition at line 550 of file game.cpp.

551{
552 if( was_fullscreen ) {
553 if( !fullscreen ) {
555 }
556 }
557}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ reload_npcs()

void game::reload_npcs ( )

Unloads, then loads the NPCs.

Definition at line 962 of file game.cpp.

963{
964 // TODO: Make it not invoke the "on_unload" command for the NPCs that will be loaded anyway
965 // and not invoke "on_load" for those NPCs that avoided unloading this way.
966 unload_npcs();
967 load_npcs();
968}

References load_npcs(), and unload_npcs().

Referenced by load(), overmap_npc_move(), vertical_move(), and vertical_shift().

◆ reload_tileset()

void game::reload_tileset ( )

Definition at line 523 of file game.cpp.

524{
525#if defined(TILES)
526 try {
527 tilecontext->reinit();
528 tilecontext->load_tileset( get_option<std::string>( "TILES" ), false, true );
529 tilecontext->do_tile_loading_report();
530 } catch( const std::exception &err ) {
531 popup( _( "Loading the tileset failed: %s" ), err.what() );
532 }
533 g->reset_zoom();
534 g->mark_main_ui_adaptor_resize();
535#endif // TILES
536}

References _, g, and popup().

Referenced by handle_action().

◆ remoteveh()

vehicle * game::remoteveh ( )

Returns the current remotely controlled vehicle.

Definition at line 2334 of file game.cpp.

2335{
2337 return remoteveh_cache;
2338 }
2340 std::stringstream remote_veh_string( u.get_value( "remote_controlling_vehicle" ) );
2341 if( remote_veh_string.str().empty() ||
2343 remoteveh_cache = nullptr;
2344 } else {
2345 tripoint vp;
2346 remote_veh_string >> vp.x >> vp.y >> vp.z;
2347 vehicle *veh = veh_pointer_or_null( m.veh_at( vp ) );
2348 if( veh && veh->fuel_left( itype_battery, true ) > 0 ) {
2349 remoteveh_cache = veh;
2350 } else {
2351 remoteveh_cache = nullptr;
2352 }
2353 }
2354 return remoteveh_cache;
2355}
vehicle * remoteveh_cache
Definition: game.h:1066
int fuel_left(const itype_id &ftype, bool recurse=false) const
Definition: vehicle.cpp:3359
static const bionic_id bio_remote("bio_remote")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const itype_id itype_battery("battery")

References bio_remote, vehicle::fuel_left(), Creature::get_value(), Character::has_active_bionic(), Character::has_active_item(), itype_battery, itype_remotevehcontrol, m, remoteveh_cache, remoteveh_cache_time, calendar::turn, u, map::veh_at(), veh_pointer_or_null(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by control_vehicle(), and handle_action().

◆ remove_npc_follower()

void game::remove_npc_follower ( const character_id id)

Remove follower id from follower set.

Definition at line 1968 of file game.cpp.

1969{
1970 follower_ids.erase( id );
1971 u.follower_ids.erase( id );
1972}

References follower_ids, player::follower_ids, and u.

Referenced by cleanup_dead().

◆ remove_zombie()

void game::remove_zombie ( const monster critter)

Definition at line 4834 of file game.cpp.

4835{
4836 critter_tracker->remove( critter );
4837}

References critter_tracker.

Referenced by despawn_monster(), disable_robot(), start_game(), and vertical_move().

◆ replace_stair_monsters()

void game::replace_stair_monsters ( )
private

Definition at line 10852 of file game.cpp.

10853{
10854 for( auto &elem : coming_to_stairs ) {
10855 elem.staircount = 0;
10856 const tripoint pnt( elem.pos().xy(), get_levz() );
10857 place_critter_around( make_shared_fast<monster>( elem ), pnt, 10 );
10858 }
10859
10860 coming_to_stairs.clear();
10861}
std::vector< monster > coming_to_stairs
Definition: game.h:1004

References coming_to_stairs, get_levz(), and place_critter_around().

◆ reset_item_list_state()

void game::reset_item_list_state ( const catacurses::window window,
int  height,
bool  bRadiusSort 
)
private

Definition at line 7230 of file game.cpp.

7231{
7232 const int width = getmaxx( window );
7233 for( int i = 1; i < TERMX; i++ ) {
7234 if( i < width ) {
7235 mvwputch( window, point( i, 0 ), c_light_gray, LINE_OXOX ); // -
7236 mvwputch( window, point( i, TERMY - height - 1 ), c_light_gray,
7237 LINE_OXOX ); // -
7238 }
7239
7240 if( i < TERMY - height ) {
7241 mvwputch( window, point( 0, i ), c_light_gray, LINE_XOXO ); // |
7242 mvwputch( window, point( width - 1, i ), c_light_gray, LINE_XOXO ); // |
7243 }
7244 }
7245
7246 mvwputch( window, point_zero, c_light_gray, LINE_OXXO ); // |^
7247 mvwputch( window, point( width - 1, 0 ), c_light_gray, LINE_OOXX ); // ^|
7248
7249 mvwputch( window, point( 0, TERMY - height - 1 ), c_light_gray,
7250 LINE_XXXO ); // |-
7251 mvwputch( window, point( width - 1, TERMY - height - 1 ), c_light_gray,
7252 LINE_XOXX ); // -|
7253
7254 mvwprintz( window, point( 2, 0 ), c_light_green, "<Tab> " );
7255 wprintz( window, c_white, _( "Items" ) );
7256
7257 std::string sSort;
7258 if( bRadiusSort ) {
7259 //~ Sort type: distance.
7260 sSort = _( "<s>ort: dist" );
7261 } else {
7262 //~ Sort type: category.
7263 sSort = _( "<s>ort: cat" );
7264 }
7265
7266 int letters = utf8_width( sSort );
7267
7268 shortcut_print( window, point( getmaxx( window ) - letters, 0 ), c_white, c_light_green, sSort );
7269
7270 std::vector<std::string> tokens;
7271 if( !sFilter.empty() ) {
7272 tokens.emplace_back( _( "<R>eset" ) );
7273 }
7274
7275 tokens.emplace_back( _( "<E>xamine" ) );
7276 tokens.emplace_back( _( "<C>ompare" ) );
7277 tokens.emplace_back( _( "<F>ilter" ) );
7278 tokens.emplace_back( _( "<+/->Priority" ) );
7279
7280 int gaps = tokens.size() + 1;
7281 letters = 0;
7282 int n = tokens.size();
7283 for( int i = 0; i < n; i++ ) {
7284 letters += utf8_width( tokens[i] ) - 2; //length ignores < >
7285 }
7286
7287 int usedwidth = letters;
7288 const int gap_spaces = ( width - usedwidth ) / gaps;
7289 usedwidth += gap_spaces * gaps;
7290 point pos( gap_spaces + ( width - usedwidth ) / 2, TERMY - height - 1 );
7291
7292 for( int i = 0; i < n; i++ ) {
7293 pos.x += shortcut_print( window, pos, c_white, c_light_green,
7294 tokens[i] ) + gap_spaces;
7295 }
7296}
#define LINE_OOXX
Definition: output.h:43
#define LINE_OXXO
Definition: output.h:42

References _, c_light_gray, c_light_green, c_white, catacurses::getmaxx(), LINE_OOXX, LINE_OXOX, LINE_OXXO, LINE_XOXO, LINE_XOXX, LINE_XXXO, mvwprintz(), mvwputch(), point_zero, sFilter, shortcut_print(), TERMX, TERMY, utf8_width(), wprintz(), and point::x.

Referenced by list_items().

◆ reset_light_level()

void game::reset_light_level ( )

Definition at line 3695 of file game.cpp.

3696{
3697 for( float &lev : latest_lightlevels ) {
3698 lev = -std::numeric_limits<float>::max();
3699 }
3700}

References latest_lightlevels.

Referenced by do_turn(), and game().

◆ reset_npc_dispositions()

void game::reset_npc_dispositions ( )
private

Definition at line 2770 of file game.cpp.

2771{
2772 for( auto elem : follower_ids ) {
2773 shared_ptr_fast<npc> npc_to_get = overmap_buffer.find_npc( elem );
2774 if( !npc_to_get ) {
2775 continue;
2776 }
2777 npc *npc_to_add = npc_to_get.get();
2778 npc_to_add->chatbin.missions.clear();
2779 npc_to_add->chatbin.missions_assigned.clear();
2780 npc_to_add->mission = NPC_MISSION_NULL;
2781 npc_to_add->chatbin.mission_selected = nullptr;
2782 npc_to_add->set_attitude( NPCATT_NULL );
2783 npc_to_add->op_of_u.anger = 0;
2784 npc_to_add->op_of_u.fear = 0;
2785 npc_to_add->op_of_u.trust = 0;
2786 npc_to_add->op_of_u.value = 0;
2787 npc_to_add->op_of_u.owed = 0;
2788 npc_to_add->set_fac( faction_id( "no_faction" ) );
2790 npc_to_add->global_omt_location(),
2791 npc_to_add->getID() ) );
2792
2793 }
2794
2795}
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3144
npc_chatbin chatbin
Definition: npc.h:1329
void add_new_mission(mission *miss)
See npc_chatbin::add_new_mission.
Definition: npc.cpp:2640
npc_opinion op_of_u
Definition: npc.h:1328
void set_fac(const faction_id &id)
Definition: npc.cpp:466
std::vector< mission * > missions_assigned
Mission that have been assigned by this NPC to a player character.
Definition: npc.h:752
mission * mission_selected
The mission (if any) that we talk about right now.
Definition: npc.h:757
std::vector< mission * > missions
Missions that the NPC can give out.
Definition: npc.h:748
int value
Definition: npc.h:242
int trust
Definition: npc.h:240
int owed
Definition: npc.h:244
int fear
Definition: npc.h:241
int anger
Definition: npc.h:243

References npc::add_new_mission(), npc_opinion::anger, npc::chatbin, npc_opinion::fear, overmapbuffer::find_npc(), follower_ids, Character::getID(), Character::global_omt_location(), npc::mission, npc_chatbin::mission_selected, npc_chatbin::missions, npc_chatbin::missions_assigned, NPC_MISSION_NULL, NPCATT_NULL, npc::op_of_u, ORIGIN_ANY_NPC, overmap_buffer, npc_opinion::owed, mission::reserve_random(), npc::set_attitude(), npc::set_fac(), npc_opinion::trust, and npc_opinion::value.

Referenced by cleanup_at_end().

◆ reset_zoom()

void game::reset_zoom ( )

Definition at line 7145 of file game.cpp.

7146{
7147#if defined(TILES)
7149 rescale_tileset( tileset_zoom );
7150#endif // TILES
7151}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

◆ revive_corpse()

bool game::revive_corpse ( const tripoint p,
item it 
)

Revives a corpse at given location.

The monster type and some of its properties are deducted from the corpse. If reviving succeeds, the location is guaranteed to have a new monster there (see critter_at).

Parameters
pThe place where to put the revived monster.
itThe corpse item, it must be a valid corpse (see item::is_corpse).
Returns
Whether the corpse has actually been redivided. Reviving may fail for many reasons, including no space to put the monster, corpse being to much damaged etc. If the monster was revived, the caller should remove the corpse item. If reviving failed, the item is unchanged, as is the environment (no new monsters).

Definition at line 4965 of file game.cpp.

4966{
4967 if( !it.is_corpse() ) {
4968 debugmsg( "Tried to revive a non-corpse." );
4969 return false;
4970 }
4971 shared_ptr_fast<monster> newmon_ptr = make_shared_fast<monster>
4972 ( it.get_mtype()->id );
4973 monster &critter = *newmon_ptr;
4974 critter.init_from_item( it );
4975 if( critter.get_hp() < 1 ) {
4976 // Failed reanimation due to corpse being too burned
4977 return false;
4978 }
4979 if( it.has_flag( "FIELD_DRESS" ) || it.has_flag( "FIELD_DRESS_FAILED" ) ||
4980 it.has_flag( "QUARTERED" ) ) {
4981 // Failed reanimation due to corpse being butchered
4982 return false;
4983 }
4984
4985 critter.no_extra_death_drops = true;
4986 critter.add_effect( effect_downed, 5_turns, num_bp );
4987 for( const item &component : it.components ) {
4988 critter.corpse_components.push_back( component );
4989 }
4990
4991 if( it.get_var( "zlave" ) == "zlave" ) {
4992 critter.add_effect( effect_pacified, 1_turns, num_bp );
4993 critter.add_effect( effect_pet, 1_turns, num_bp );
4994 }
4995
4996 if( it.get_var( "no_ammo" ) == "no_ammo" ) {
4997 for( auto &ammo : critter.ammo ) {
4998 ammo.second = 0;
4999 }
5000 }
5001
5002 return place_critter_at( newmon_ptr, p );
5003}
monster * place_critter_at(const mtype_id &id, const tripoint &p)
Adds critters to the reality bubble, creating them if necessary.
Definition: game.cpp:4762
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1024
const mtype * get_mtype() const
Definition: item.cpp:6469
std::list< item > components
Definition: item.h:2158
bool has_flag(const std::string &flag) const
Definition: item.cpp:5186
bool is_corpse() const
Whether this is a corpse item.
Definition: item.cpp:6464
int get_hp(const bodypart_id &) const override
Definition: monster.cpp:2898
bool no_extra_death_drops
Definition: monster.h:482
std::vector< item > corpse_components
Definition: monster.h:459
void init_from_item(const item &itm)
Initialize values like speed / hp from data of an item.
Definition: monster.cpp:2762
static const efftype_id effect_downed("downed")
static const efftype_id effect_pacified("pacified")

References monster::add_effect(), monster::ammo, item::components, monster::corpse_components, debugmsg, effect_downed, effect_pacified, effect_pet, monster::get_hp(), item::get_mtype(), item::get_var(), item::has_flag(), mtype::id, monster::init_from_item(), item::is_corpse(), monster::no_extra_death_drops, num_bp, and place_critter_at().

◆ save()

bool game::save ( )

Returns false if saving failed.

Definition at line 2871 of file game.cpp.

2872{
2873 try {
2874 if( !save_player_data() ||
2876 !save_artifacts() ||
2877 !save_maps() ||
2878 !get_auto_pickup().save_character() ||
2880 !get_safemode().save_character() ||
2881 !write_to_file( get_world_base_save_path() + "/uistate.json", [&]( std::ostream & fout ) {
2882 JsonOut jsout( fout );
2883 uistate.serialize( jsout );
2884 }, _( "uistate data" ) ) ) {
2885 return false;
2886 } else {
2887 world_generator->active_world->add_save( save_t::from_player_name( u.name ) );
2888 return true;
2889 }
2890 } catch( std::ios::failure &err ) {
2891 popup( _( "Failed to save game data" ) );
2892 return false;
2893 }
2894}
void write_to_file(const std::string &path, const std::function< void(std::ostream &)> &writer)
Definition: json.h:580
bool save_player_data()
Definition: game.cpp:2825
void serialize(JsonOut &json) const
@ failure
Definition: behavior.h:20

References _, behavior::failure, save_t::from_player_name(), get_auto_notes_settings(), get_auto_pickup(), get_safemode(), get_world_base_save_path(), Character::name, popup(), save(), save_artifacts(), save_factions_missions_npcs(), save_maps(), save_player_data(), uistatedata::serialize(), u, uistate, world_generator, and write_to_file().

Referenced by handle_action(), quicksave(), and save().

◆ save_artifacts()

bool game::save_artifacts ( )
private

Definition at line 2806 of file game.cpp.

2807{
2808 std::string artfilename = get_world_base_save_path() + "/" + SAVE_ARTIFACTS;
2809 return ::save_artifacts( artfilename );
2810}
bool save_artifacts(const std::string &path)
Definition: artifact.cpp:1277

References get_world_base_save_path(), SAVE_ARTIFACTS(), and save_artifacts().

Referenced by cleanup_at_end(), and save().

◆ save_cyborg()

void game::save_cyborg ( item cyborg,
const tripoint couch_pos,
player installer 
)

Turns Broken Cyborg monster into Cyborg NPC via surgery.

Definition at line 5005 of file game.cpp.

5006{
5007 int assist_bonus = installer.get_effect_int( effect_assisted );
5008
5009 float adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
5012 -1 );
5013
5014 int damage = cyborg->damage();
5015 int dmg_lvl = cyborg->damage_level( 4 );
5016 int difficulty = 12;
5017
5018 if( damage != 0 ) {
5019
5020 popup( _( "WARNING: Patient's body is damaged. Difficulty of the procedure is increased by %s." ),
5021 dmg_lvl );
5022
5023 // Damage of the cyborg increases difficulty
5024 difficulty += dmg_lvl;
5025 }
5026
5027 int chance_of_success = bionic_manip_cos( adjusted_skill + assist_bonus, difficulty );
5028 int success = chance_of_success - rng( 1, 100 );
5029
5030 if( !g->u.query_yn(
5031 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
5032 100 - static_cast<int>( chance_of_success ) ) ) {
5033 return;
5034 }
5035
5036 if( success > 0 ) {
5037 add_msg( m_good, _( "Successfully removed Personality override." ) );
5038 add_msg( m_bad, _( "Autodoc immediately destroys the CBM upon removal." ) );
5039
5040 m.i_rem( couch_pos, cyborg );
5041
5042 const string_id<npc_template> npc_cyborg( "cyborg_rescued" );
5043 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
5044 tmp->normalize();
5045 tmp->load_npc_template( npc_cyborg );
5046 tmp->spawn_at_precise( { get_levx(), get_levy() }, couch_pos );
5048 tmp->hurtall( dmg_lvl * 10, nullptr );
5049 tmp->add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
5050 load_npcs();
5051
5052 } else {
5053 const int failure_level = static_cast<int>( std::sqrt( std::abs( success ) * 4.0 * difficulty /
5054 adjusted_skill ) );
5055 const int fail_type = std::min( 5, failure_level );
5056 switch( fail_type ) {
5057 case 1:
5058 case 2:
5059 add_msg( m_info, _( "The removal fails." ) );
5060 add_msg( m_bad, _( "The body is damaged." ) );
5061 cyborg->set_damage( damage + 1000 );
5062 break;
5063 case 3:
5064 case 4:
5065 add_msg( m_info, _( "The removal fails badly." ) );
5066 add_msg( m_bad, _( "The body is badly damaged!" ) );
5067 cyborg->set_damage( damage + 2000 );
5068 break;
5069 case 5:
5070 add_msg( m_info, _( "The removal is a catastrophe." ) );
5071 add_msg( m_bad, _( "The body is destroyed!" ) );
5072 m.i_rem( couch_pos, cyborg );
5073 break;
5074 default:
5075 break;
5076 }
5077
5078 }
5079
5080}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1886
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1843
item & set_damage(int qty)
Filter setting damage constrained by min_damage and max_damage.
Definition: item.cpp:713
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:700
int damage() const
How much damage has the item sustained?
Definition: item.cpp:695
map_stack::iterator i_rem(const tripoint &p, map_stack::const_iterator it)
Definition: map.cpp:4084
static const skill_id skill_computer("computer")
static const efftype_id effect_assisted("assisted")
static const skill_id skill_electronics("electronics")
@ success
Definition: behavior.h:20

References _, add_msg(), bionic_manip_cos(), Character::bionics_adjusted_skill(), item::damage(), item::damage_level(), effect_assisted, effect_downed, g, Creature::get_effect_int(), get_levx(), get_levy(), map::i_rem(), overmapbuffer::insert_npc(), load_npcs(), m, m_bad, m_good, m_info, num_bp, overmap_buffer, popup(), rng(), item::set_damage(), skill_computer, skill_electronics, skill_firstaid, and behavior::success.

◆ save_factions_missions_npcs()

bool game::save_factions_missions_npcs ( )
private

Definition at line 2798 of file game.cpp.

2799{
2800 std::string masterfile = get_world_base_save_path() + "/" + SAVE_MASTER;
2801 return write_to_file( masterfile, [&]( std::ostream & fout ) {
2802 serialize_master( fout );
2803 }, _( "factions data" ) );
2804}
void serialize_master(std::ostream &fout)
Definition: savegame.cpp:1238

References _, get_world_base_save_path(), SAVE_MASTER(), serialize_master(), and write_to_file().

Referenced by cleanup_at_end(), and save().

◆ save_maps()

bool game::save_maps ( )
private

Definition at line 2812 of file game.cpp.

2813{
2814 try {
2815 m.save();
2816 overmap_buffer.save(); // can throw
2817 MAPBUFFER.save(); // can throw
2818 return true;
2819 } catch( const std::exception &err ) {
2820 popup( _( "Failed to save the maps: %s" ), err.what() );
2821 return false;
2822 }
2823}
void save(bool delete_after_save=false)
Store all submaps in this instance into savefiles.
Definition: mapbuffer.cpp:103

References _, m, MAPBUFFER, overmap_buffer, popup(), map::save(), overmapbuffer::save(), and mapbuffer::save().

Referenced by cleanup_at_end(), and save().

◆ save_player_data()

bool game::save_player_data ( )
private

Definition at line 2825 of file game.cpp.

2826{
2827 const std::string playerfile = get_player_base_save_path();
2828
2829 const bool saved_data = write_to_file( playerfile + SAVE_EXTENSION, [&]( std::ostream & fout ) {
2830 serialize( fout );
2831 }, _( "player data" ) );
2832 const bool saved_map_memory = u.save_map_memory();
2833 const bool saved_log = write_to_file( playerfile + SAVE_EXTENSION_LOG, [&](
2834 std::ostream & fout ) {
2835 fout << memorial().dump();
2836 }, _( "player memorial" ) );
2837#if defined(__ANDROID__)
2838 const bool saved_shortcuts = write_to_file( playerfile + SAVE_EXTENSION_SHORTCUTS, [&](
2839 std::ostream & fout ) {
2840 save_shortcuts( fout );
2841 }, _( "quick shortcuts" ) );
2842#endif
2843
2844 return saved_data && saved_map_memory && saved_log
2845#if defined(__ANDROID__)
2846 && saved_shortcuts
2847#endif
2848 ;
2849}
bool save_map_memory()
Definition: avatar.cpp:129
std::string get_player_base_save_path() const
Base path for saving player data.
Definition: game.cpp:12069
void serialize(std::ostream &fout)
Saving and loading functions.
Definition: savegame.cpp:69
std::string dump() const
Concatenates all of the memorial log entries, delimiting them with newlines, and returns the resultin...

References _, memorial_logger::dump(), get_player_base_save_path(), memorial(), SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), avatar::save_map_memory(), serialize(), u, and write_to_file().

Referenced by save().

◆ serialize()

void game::serialize ( std::ostream &  fout)

Saving and loading functions.

Definition at line 69 of file savegame.cpp.

70{
71 /*
72 * Format version 12: Fully json, save the header. Weather and memorial exist elsewhere.
73 * To prevent (or encourage) confusion, there is no version 8. (cata 0.8 uses v7)
74 */
75 // Header
76 fout << "# version " << savegame_version << std::endl;
77
78 JsonOut json( fout, true ); // pretty-print
79
80 json.start_object();
81 // basic game state information.
82 json.member( "turn", calendar::turn );
84 json.member( "calendar_start", calendar_config._start_of_cataclysm );
85 json.member( "game_start", calendar_config._start_of_game );
86 json.member( "initial_season", static_cast<int>( calendar_config._initial_season ) );
87 json.member( "auto_travel_mode", auto_travel_mode );
88 json.member( "run_mode", static_cast<int>( safe_mode ) );
89 json.member( "mostseen", mostseen );
90 // current map coordinates
91 tripoint pos_sm = m.get_abs_sub();
92 const point pos_om = sm_to_om_remain( pos_sm.x, pos_sm.y );
93 json.member( "levx", pos_sm.x );
94 json.member( "levy", pos_sm.y );
95 json.member( "levz", pos_sm.z );
96 json.member( "om_x", pos_om.x );
97 json.member( "om_y", pos_om.y );
98
99 json.member( "grscent", scent.serialize() );
100 json.member( "typescent", scent.serialize( true ) );
101
102 // Then each monster
103 json.member( "active_monsters", *critter_tracker );
104 json.member( "stair_monsters", coming_to_stairs );
105
106 // save stats.
107 json.member( "kill_tracker", *kill_tracker_ptr );
108 json.member( "stats_tracker", *stats_tracker_ptr );
109 json.member( "achievements_tracker", *achievements_tracker_ptr );
110
111 json.member( "token_provider", *token_provider_ptr );
112
113 json.member( "player", u );
114 Messages::serialize( json );
115
116 json.end_object();
117}
A class that keeps time data other than current time.
Definition: calendar.h:530
season_type _initial_season
Definition: calendar.h:534
time_point _start_of_game
Definition: calendar.h:533
time_point _start_of_cataclysm
Definition: calendar.h:532
pimpl< drop_token_provider > token_provider_ptr
Definition: game.h:996
std::string serialize(bool is_type=false) const
Definition: savegame.cpp:119
point sm_to_om_remain(int &x, int &y)
void serialize(JsonOut &json)
Definition: messages.cpp:321
calendar_config config
const int savegame_version
Definition: savegame.cpp:57

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, coming_to_stairs, calendar::config, critter_tracker, JsonOut::end_object(), map::get_abs_sub(), kill_tracker_ptr, m, JsonOut::member(), mostseen, safe_mode, savegame_version, scent, scent_map::serialize(), Messages::serialize(), sm_to_om_remain(), JsonOut::start_object(), stats_tracker_ptr, token_provider_ptr, calendar::turn, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by save_player_data().

◆ serialize_master()

void game::serialize_master ( std::ostream &  fout)
private

Definition at line 1238 of file savegame.cpp.

1239{
1240 fout << "# version " << savegame_version << std::endl;
1241 try {
1242 JsonOut json( fout, true ); // pretty-print
1243 json.start_object();
1244
1245 json.member( "next_mission_id", next_mission_id );
1246 json.member( "next_npc_id", next_npc_id );
1247
1248 json.member( "active_missions" );
1249 mission::serialize_all( json );
1250
1251 json.member( "factions", *faction_manager_ptr );
1252 json.member( "seed", seed );
1253
1254 json.member( "weather" );
1255 json.start_object();
1256 json.member( "lightning", get_weather().lightning_active );
1257 json.end_object();
1258
1259 json.end_object();
1260 } catch( const JsonError &e ) {
1261 debugmsg( "error saving to %s: %s", SAVE_MASTER, e.c_str() );
1262 }
1263}
Definition: json.h:51
const char * c_str() const noexcept
Definition: json.h:54
static void serialize_all(JsonOut &json)
Definition: savegame.cpp:1229

References JsonError::c_str(), debugmsg, JsonOut::end_object(), faction_manager_ptr, get_weather, JsonOut::member(), next_mission_id, next_npc_id, SAVE_MASTER(), savegame_version, seed, mission::serialize_all(), and JsonOut::start_object().

Referenced by save_factions_missions_npcs().

◆ set_critter_died()

void game::set_critter_died ( )

If invoked, dead will be cleaned this turn.

Definition at line 1876 of file game.cpp.

1877{
1878 critter_died = true;
1879}

References critter_died.

◆ set_driving_view_offset()

void game::set_driving_view_offset ( const point p)

Definition at line 1693 of file game.cpp.

1694{
1695 // remove the previous driving offset,
1696 // store the new offset and apply the new offset.
1703}

References driving_view_offset, u, player::view_offset, point::x, tripoint::x, point::y, and tripoint::y.

Referenced by calc_driving_offset(), and cleanup_at_end().

◆ set_npcs_dirty()

void game::set_npcs_dirty ( )

If invoked, NPCs will be reloaded before next turn.

Definition at line 1871 of file game.cpp.

1872{
1873 npcs_dirty = true;
1874}

References npcs_dirty.

◆ set_safe_mode()

void game::set_safe_mode ( safe_mode_type  mode)

Definition at line 8692 of file game.cpp.

8693{
8694 safe_mode = mode;
8696}

References safe_mode, and safe_mode_warning_logged.

Referenced by handle_action(), and mon_info_update().

◆ set_zoom()

void game::set_zoom ( int  level)

Definition at line 7153 of file game.cpp.

7154{
7155#if defined(TILES)
7156 if( tileset_zoom != level ) {
7157 tileset_zoom = level;
7158 rescale_tileset( tileset_zoom );
7159 }
7160#else
7161 static_cast<void>( level );
7162#endif // TILES
7163}

References tileset_zoom.

Referenced by look_around().

◆ setremoteveh()

void game::setremoteveh ( vehicle veh)

Sets the current remotely controlled vehicle.

Definition at line 2357 of file game.cpp.

2358{
2360 remoteveh_cache = veh;
2361 if( veh != nullptr && !u.has_active_bionic( bio_remote ) &&
2363 debugmsg( "Tried to set remote vehicle without bio_remote or remotevehcontrol" );
2364 veh = nullptr;
2365 }
2366
2367 if( veh == nullptr ) {
2368 u.remove_value( "remote_controlling_vehicle" );
2369 return;
2370 }
2371
2372 std::stringstream remote_veh_string;
2373 const tripoint vehpos = veh->global_pos3();
2374 remote_veh_string << vehpos.x << ' ' << vehpos.y << ' ' << vehpos.z;
2375 u.set_value( "remote_controlling_vehicle", remote_veh_string.str() );
2376}
void remove_value(const std::string &key)
Definition: creature.cpp:1336

References bio_remote, debugmsg, vehicle::global_pos3(), Character::has_active_bionic(), Character::has_active_item(), itype_remotevehcontrol, remoteveh_cache, remoteveh_cache_time, Creature::remove_value(), Creature::set_value(), calendar::turn, u, tripoint::x, tripoint::y, and tripoint::z.

◆ setup()

void game::setup ( )

Definition at line 562 of file game.cpp.

563{
564 loading_ui ui( true );
565 {
568 popup.message( "%s", _( "Please wait while the world data loads…\nLoading core data" ) );
571
573 }
574
576
577 if( get_option<bool>( "ELEVATED_BRIDGES" ) && !get_option<bool>( "ZLEVELS" ) ) {
578 debugmsg( "\"Elevated bridges\" mod requires z-levels to be ENABLED to work properly!" );
579 }
580
581 m = map( get_option<bool>( "ZLEVELS" ) );
582
584 next_mission_id = 1;
585 new_game = true;
586 uquit = QUIT_NO; // We haven't quit the game
587 bVMonsterLookFire = true;
588
589 // invalidate calendar caches in case we were previously playing
590 // a different world
591 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
592 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
593
596
597 turnssincelastmon = 0; //Auto safe mode init
598
601 coming_to_stairs.clear();
602 active_npc.clear();
603 faction_manager_ptr->clear();
608
609 SCT.vSCT.clear(); //Delete pending messages
610
611 stats().clear();
612 // reset kill counts
613 kill_tracker_ptr->clear();
615 // reset follower list
616 follower_ids.clear();
617 scent.reset();
618
620 remoteveh_cache = nullptr;
621
622 token_provider_ptr->clear();
623 // back to menu for save loading, new game etc
624}
void clear_zombies()
Redirects to the creature_tracker clear() function.
Definition: game.cpp:4839
void load_world_modfiles(loading_ui &ui)
Loads core data and mods from the active world.
Definition: game.cpp:2705
static void clear_all()
Remove all active missions, used to cleanup on exit and before reloading a new game.
Definition: mission.cpp:127
void reset()
Definition: scent_map.cpp:51
static const string_id< weather_type > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
void clear_messages()
Definition: messages.cpp:351
void reset_sounds()
Definition: sounds.cpp:565

References _, achievements_tracker_ptr, active_npc, calendar::before_time_starts, bVMonsterLookFire, character_id, explosion_handler::explosion_queue::clear(), stats_tracker::clear(), mission::clear_all(), Messages::clear_messages(), clear_zombies(), coming_to_stairs, debugmsg, faction_manager_ptr, follower_ids, explosion_handler::get_explosion_queue(), get_weather, kill_tracker_ptr, load_core_data(), load_world_modfiles(), m, new_game, next_mission_id, next_npc_id, weather_manager::nextweather, string_id< weather_type >::NULL_ID(), popup(), QUIT_NO, ui_manager::redraw(), refresh_display(), remoteveh_cache, remoteveh_cache_time, scent_map::reset(), sounds::reset_sounds(), scent, SCT, calendar::set_eternal_season(), calendar::set_season_length(), stats(), timed_events, token_provider_ptr, turnssincelastmon, uquit, scrollingcombattext::vSCT, and weather_manager::weather_id.

Referenced by butcher_submenu(), and quickload().

◆ shared_from()

template<typename T >
template shared_ptr_fast< npc > game::shared_from< npc > ( const T &  critter)

Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).

The function may return an empty pointer if the given critter is not stored anywhere (e.g. it was allocated on the stack, not stored in the critter_tracker nor in active_npc nor is it u).

Definition at line 4692 of file game.cpp.

4693{
4694 if( static_cast<const Creature *>( &critter ) == static_cast<const Creature *>( &u ) ) {
4695 // u is not stored in a shared_ptr, but it won't go out of scope anyway
4696 return std::dynamic_pointer_cast<T>( u_shared_ptr );
4697 }
4698 if( critter.is_monster() ) {
4699 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( critter.pos() ) ) {
4700 if( static_cast<const Creature *>( mon_ptr.get() ) == static_cast<const Creature *>( &critter ) ) {
4701 return std::dynamic_pointer_cast<T>( mon_ptr );
4702 }
4703 }
4704 }
4705 if( critter.is_npc() ) {
4706 for( auto &cur_npc : active_npc ) {
4707 if( static_cast<const Creature *>( cur_npc.get() ) == static_cast<const Creature *>( &critter ) ) {
4708 return std::dynamic_pointer_cast<T>( cur_npc );
4709 }
4710 }
4711 }
4712 return nullptr;
4713}

References active_npc, critter_tracker, u, and u_shared_ptr.

Referenced by list_monsters(), mon_info_update(), and validate_mounted_npcs().

◆ shift_destination_preview()

void game::shift_destination_preview ( const point delta)

Definition at line 12082 of file game.cpp.

12083{
12084 for( tripoint &p : destination_preview ) {
12085 p += delta;
12086 }
12087}

References destination_preview.

◆ shift_monsters()

void game::shift_monsters ( const tripoint shift)
private

Shift all active monsters, the shift vector is the number of shifted submaps.

Monsters that are outside of the reality bubble after shifting are despawned. Note on z-levels: this works with vertical shifts, but currently all monsters are despawned upon a vertical shift.

Definition at line 11087 of file game.cpp.

11088{
11089 // If either shift argument is non-zero, we're shifting.
11090 if( shift == tripoint_zero ) {
11091 return;
11092 }
11093 for( monster &critter : all_monsters() ) {
11094 if( shift.xy() != point_zero ) {
11095 critter.shift( shift.xy() );
11096 }
11097
11098 if( m.inbounds( critter.pos() ) && ( shift.z == 0 || m.has_zlevels() ) ) {
11099 // We're inbounds, so don't despawn after all.
11100 // No need to shift Z-coordinates, they are absolute
11101 continue;
11102 }
11103 // Either a vertical shift or the critter is now outside of the reality bubble,
11104 // anyway: it must be saved and removed.
11105 despawn_monster( critter );
11106 }
11107 // The order in which zombies are shifted may cause zombies to briefly exist on
11108 // the same square. This messes up the mon_at cache, so we need to rebuild it.
11109 critter_tracker->rebuild_cache();
11110}

References all_monsters(), critter_tracker, despawn_monster(), map::has_zlevels(), map::inbounds(), m, point_zero, tripoint_zero, tripoint::xy(), and tripoint::z.

Referenced by update_map(), vertical_move(), and vertical_shift().

◆ slip_down()

bool game::slip_down ( )

Checks if player is able to successfully climb to/from some terrain and not slip down.

Returns
whether player has slipped down
Dexterity decreases chances of slipping while climbing

Definition at line 12089 of file game.cpp.

12090{
12091 ///\EFFECT_DEX decreases chances of slipping while climbing
12092 int climb = u.dex_cur;
12093 if( u.has_trait( trait_BADKNEES ) ) {
12094 climb = climb / 2;
12095 }
12096 if( one_in( climb ) ) {
12097 add_msg( m_bad, _( "You slip while climbing and fall down again." ) );
12098 if( climb <= 1 ) {
12099 add_msg( m_bad, _( "Climbing is impossible in your current state." ) );
12100 }
12101 return true;
12102 }
12103 return false;
12104}
static const trait_id trait_BADKNEES("BADKNEES")

References _, add_msg(), Character::dex_cur, Character::has_trait(), m_bad, one_in(), trait_BADKNEES, and u.

◆ spawn_hallucination()

bool game::spawn_hallucination ( const tripoint p)

Spawns a hallucination at a determined position.

Attempts to spawn a hallucination at given location.

Returns false if the hallucination couldn't be spawned for whatever reason, such as a monster already in the target square.

Returns
Whether or not a hallucination was successfully spawned.

Definition at line 4850 of file game.cpp.

4851{
4852 if( one_in( 100 ) ) {
4853 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4854 tmp->normalize();
4855 tmp->randomize( NC_HALLU );
4856 tmp->spawn_at_precise( { get_levx(), get_levy() }, p );
4857 if( !critter_at( p, true ) ) {
4859 load_npcs();
4860 return true;
4861 } else {
4862 return false;
4863 }
4864 }
4865
4867 const shared_ptr_fast<monster> phantasm = make_shared_fast<monster>( mt );
4868 phantasm->hallucination = true;
4869 phantasm->spawn( p );
4870
4871 //Don't attempt to place phantasms inside of other creatures
4872 if( !critter_at( phantasm->pos(), true ) ) {
4873 return critter_tracker->add( phantasm );
4874 } else {
4875 return false;
4876 }
4877}
mtype_id get_valid_hallucination() const
static MonsterGenerator & generator()
npc_class_id NC_HALLU("NC_HALLU")

References critter_at(), critter_tracker, MonsterGenerator::generator(), get_levx(), get_levy(), MonsterGenerator::get_valid_hallucination(), overmapbuffer::insert_npc(), load_npcs(), NC_HALLU, one_in(), and overmap_buffer.

◆ spell_events_subscriber()

spell_events & game::spell_events_subscriber ( )

Definition at line 2866 of file game.cpp.

2867{
2868 return *spell_events_ptr;
2869}

References spell_events_ptr.

◆ start_calendar()

void game::start_calendar ( )

Definition at line 11651 of file game.cpp.

11652{
11653 const bool scen_season = scen->has_flag( "SPR_START" ) || scen->has_flag( "SUM_START" ) ||
11654 scen->has_flag( "AUT_START" ) || scen->has_flag( "WIN_START" ) ||
11655 scen->has_flag( "SUM_ADV_START" );
11656
11658 if( scen_season ) {
11659 // Configured starting date overridden by scenario, calendar_config.start is left as Spring 1
11661 get_option<int>( "INITIAL_TIME" );
11662 calendar_config._start_of_game = calendar::turn_zero + 1_hours * get_option<int>( "INITIAL_TIME" );
11663 if( scen->has_flag( "SPR_START" ) ) {
11665 } else if( scen->has_flag( "SUM_START" ) ) {
11668 } else if( scen->has_flag( "AUT_START" ) ) {
11671 } else if( scen->has_flag( "WIN_START" ) ) {
11674 } else if( scen->has_flag( "SUM_ADV_START" ) ) {
11677 } else {
11678 debugmsg( "The Unicorn" );
11679 }
11680 } else {
11681 // No scenario, so use the starting date+time configured in world options
11682 int initial_days = get_option<int>( "INITIAL_DAY" );
11683 if( initial_days == -1 ) {
11684 // 0 - 363 for a 91 day season
11685 initial_days = rng( 0, get_option<int>( "SEASON_LENGTH" ) * 4 - 1 );
11686 }
11688
11689 // Determine the season based off how long the seasons are set to be
11690 // First take the number of season elapsed up to the starting date, then mod by 4 to get the season of the current year
11691 const int season_number = ( initial_days / get_option<int>( "SEASON_LENGTH" ) ) % 4;
11692 if( season_number == 0 ) {
11694 } else if( season_number == 1 ) {
11696 } else if( season_number == 2 ) {
11698 } else {
11700 }
11701
11703 + 1_hours * get_option<int>( "INITIAL_TIME" )
11704 + 1_days * get_option<int>( "SPAWN_DELAY" );
11705 }
11706
11708}
@ WINTER
Definition: calendar.h:21
@ AUTUMN
Definition: calendar.h:20
@ SUMMER
Definition: calendar.h:19
@ SPRING
Definition: calendar.h:18
time_duration season_length() const
Definition: calendar.h:569
const scenario * scen
Definition: game.h:1003
bool has_flag(const std::string &flag) const
Such as a seasonal start, fiery start, surrounded start, etc.
Definition: scenario.cpp:439

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, AUTUMN, calendar::config, debugmsg, scenario::has_flag(), rng(), scen, calendar_config::season_length(), SPRING, SUMMER, calendar::turn, calendar::turn_zero, and WINTER.

Referenced by start_game().

◆ start_game()

bool game::start_game ( )
private

Definition at line 649 of file game.cpp.

650{
651 if( !gamemode ) {
652 gamemode = std::make_unique<special_game>();
653 }
654
655 seed = rng_bits();
656 new_game = true;
659 safe_mode = ( get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF );
660 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
662
664
667 popup.message( "%s", _( "Please wait as we build your world" ) );
670
671 load_master();
672 u.setID( assign_npc_id() ); // should be as soon as possible, but *after* load_master
673
677 do {
678 omtstart = start_loc.find_player_initial_location();
679 if( omtstart == overmap::invalid_tripoint ) {
680 if( query_yn(
681 _( "Try again?\n\nIt may require several attempts until the game finds a valid starting location." ) ) ) {
684 } else {
685 return false;
686 }
687 }
688 } while( omtstart == overmap::invalid_tripoint );
689
690 start_loc.prepare_map( omtstart );
691
692 // Place vehicles spawned by scenario or profession, has to be placed very early to avoid bugs.
693 if( u.starting_vehicle &&
694 !place_vehicle_nearby( u.starting_vehicle, omtstart.xy(), 0, 30,
695 std::vector<std::string> {} ) ) {
696 debugmsg( "could not place starting vehicle" );
697 }
698
699 if( scen->has_map_extra() ) {
700 // Map extras can add monster spawn points and similar and should be done before the main
701 // map is loaded.
702 start_loc.add_map_extra( omtstart, scen->get_map_extra() );
703 }
704
705 // TODO: fix point types
706 tripoint lev = project_to<coords::sm>( omtstart ).raw();
707 // The player is centered in the map, but lev[xyz] refers to the top left point of the map
708 lev.x -= HALF_MAPSIZE;
709 lev.y -= HALF_MAPSIZE;
710 load_map( lev );
711
714 // Do this after the map cache has been built!
715 start_loc.place_player( u );
716 // ...but then rebuild it, because we want visibility cache to avoid spawning monsters in sight
719 // Start the overmap with out immediate neighborhood visible, this needs to be after place_player
721 get_option<int>( "DISTANCE_INITIAL_VISIBILITY" ), 0 );
722
723 u.moves = 0;
724 u.process_turn(); // process_turn adds the initial move points
728 u.next_climate_control_check = calendar::before_time_starts; // Force recheck at startup
730
731 //Reset character safe mode/pickup rules
736
737 //Put some NPCs in there!
738 if( get_option<std::string>( "STARTING_NPC" ) == "always" ||
739 ( get_option<std::string>( "STARTING_NPC" ) == "scenario" &&
740 !g->scen->has_flag( "LONE_START" ) ) ) {
742 }
743 //Load NPCs. Set nearby npcs to active.
744 load_npcs();
745 // Spawn the monsters
746 const bool spawn_near =
747 get_option<bool>( "BLACK_ROAD" ) || g->scen->has_flag( "SUR_START" );
748 // Surrounded start ones
749 if( spawn_near ) {
750 start_loc.surround_with_monsters( omtstart, mongroup_id( "GROUP_ZOMBIE" ), 70 );
751 }
752
753 m.spawn_monsters( !spawn_near ); // Static monsters
754
755 // Make sure that no monsters are near the player
756 // This can happen in lab starts
757 if( !spawn_near ) {
758 for( monster &critter : all_monsters() ) {
759 if( rl_dist( critter.pos(), u.pos() ) <= 5 ||
760 m.clear_path( critter.pos(), u.pos(), 40, 1, 100 ) ) {
761 remove_zombie( critter );
762 }
763 }
764 }
765
766 //Create mutation_category_level
768 //Calculate mutation drench protection stats
771 if( scen->has_flag( "FIRE_START" ) ) {
772 start_loc.burn( omtstart, 3, 3 );
773 }
774 if( scen->has_flag( "INFECTED" ) ) {
776 }
777 if( scen->has_flag( "BAD_DAY" ) ) {
778 u.add_effect( effect_flu, 1000_minutes );
779 u.add_effect( effect_drunk, 270_minutes );
780 u.add_morale( MORALE_FEELING_BAD, -100, -100, 50_minutes, 50_minutes );
781 }
782 if( scen->has_flag( "HELI_CRASH" ) ) {
783 start_loc.handle_heli_crash( u );
784 bool success = false;
785 for( auto v : m.get_vehicles() ) {
786 std::string name = v.v->type.str();
787 std::string search = std::string( "helicopter" );
788 if( name.find( search ) != std::string::npos ) {
789 for( const vpart_reference &vp : v.v->get_any_parts( VPFLAG_CONTROLS ) ) {
790 const tripoint pos = vp.pos();
791 u.setpos( pos );
792
793 // Delete the items that would have spawned here from a "corpse"
794 for( auto sp : v.v->parts_at_relative( vp.mount(), true ) ) {
795 vehicle_stack here = v.v->get_items( sp );
796
797 for( auto iter = here.begin(); iter != here.end(); ) {
798 iter = here.erase( iter );
799 }
800 }
801
802 auto mons = critter_tracker->find( pos );
803 if( mons != nullptr ) {
804 critter_tracker->remove( *mons );
805 }
806
807 success = true;
808 break;
809 }
810 if( success ) {
811 v.v->name = "Bird Wreckage";
812 break;
813 }
814 }
815 }
816 }
817 if( scen->has_flag( "BORDERED" ) ) {
818 overmap &starting_om = get_cur_om();
819 for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
820 starting_om.place_special_forced( overmap_special_id( "world" ), { 0, 0, z },
822 }
823
824 }
825 for( auto &e : u.inv_dump() ) {
826 e->set_owner( g->u );
827 }
828 // Now that we're done handling coordinates, ensure the player's submap is in the center of the map
829 update_map( u );
830 // Profession pets
831 for( const mtype_id &elem : u.starting_pets ) {
832 if( monster *const mon = place_critter_around( elem, u.pos(), 5 ) ) {
833 mon->friendly = -1;
834 mon->add_effect( effect_pet, 1_turns, num_bp );
835 } else {
836 add_msg( m_debug, "cannot place starting pet, no space!" );
837 }
838 }
839 // Assign all of this scenario's missions to the player.
840 for( const mission_type_id &m : scen->missions() ) {
841 const auto mission = mission::reserve_new( m, character_id() );
842 mission->assign( u );
843 }
844
845 g->events().send<event_type::game_start>( u.getID() );
846 return true;
847}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
bool last_climate_control_ret
Definition: character.h:2215
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7946
void set_stamina(int new_stamina)
Definition: character.cpp:7208
time_point next_climate_control_check
Definition: character.h:2214
int get_stamina_max() const
Definition: character.cpp:7199
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7923
void default_initialize()
Perform default initialization.
Definition: auto_note.cpp:101
void start_calendar()
Definition: game.cpp:11651
void create_starting_npcs()
Definition: game.cpp:975
overmap & get_cur_om() const
The overmap which contains the center submap of the reality bubble.
Definition: game.cpp:11949
vehicle * place_vehicle_nearby(const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
Definition: game.cpp:849
bool clear_path(const tripoint &f, const tripoint &t, int range, int cost_min, int cost_max) const
Check whether there's a direct line of sight between F and T with the additional movecost restraints.
Definition: map.cpp:6386
static mission * reserve_new(const mission_type_id &type, const character_id &npc_id)
Create a new mission of the given type and assign it to the given npc.
Definition: mission.cpp:64
void assign(avatar &u)
Assigns the mission to the player.
Definition: mission.cpp:210
void place_special_forced(const overmap_special_id &special_id, const tripoint_om_omt &p, om_direction::type dir)
Definition: overmap.cpp:2163
bool reveal(const point_abs_omt &center, int radius, int z)
Mark a square area around center on Z-level z as seen.
bool random_start_location
Definition: player.h:592
vproto_id starting_vehicle
Definition: player.h:604
std::vector< mtype_id > starting_pets
Definition: player.h:605
start_location_id start_location
Definition: player.h:593
void clear_character_rules()
bool has_map_extra() const
Definition: scenario.cpp:454
const std::string & get_map_extra() const
Definition: scenario.cpp:458
const std::vector< mission_type_id > & missions() const
Definition: scenario.cpp:462
start_location_id random_start_location() const
Definition: scenario.cpp:232
void burn(const tripoint_abs_omt &omtstart, size_t count, int rad) const
Burn random terrain / furniture with FLAMMABLE or FLAMMABLE_ASH tag.
void surround_with_monsters(const tripoint_abs_omt &omtstart, const mongroup_id &type, float expected_points) const
Adds surround start monsters.
void prepare_map(const tripoint_abs_omt &omtstart) const
Initialize the map at players start location using prepare_map.
void place_player(player &u) const
Place the player somewhere in the reality bubble (g->m).
void handle_heli_crash(player &u) const
tripoint_abs_omt find_player_initial_location() const
Find a suitable start location on the overmap.
void add_map_extra(const tripoint_abs_omt &omtstart, const std::string &map_extra) const
Adds a map extra, see map_extras.h and map_extras.cpp.
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
iterator erase(const_iterator it) override
Definition: vehicle.cpp:230
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_infected("infected")
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_flu("flu")
static constexpr int SPRING_TEMPERATURE
Base starting spring temperature in F used for climate, weather and temperature calculation.
void update_weather()
Definition: weather.cpp:1056
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)
unsigned int rng_bits()
Definition: rng.cpp:12
string_id< overmap_special > overmap_special_id
Definition: type_id.h:127
string_id< MonsterGroup > mongroup_id
Definition: type_id.h:98
@ VPFLAG_CONTROLS
Definition: veh_type.h:41

References _, Creature::add_effect(), start_location::add_map_extra(), Character::add_morale(), add_msg(), all_monsters(), mission::assign(), assign_npc_id(), calendar::before_time_starts, item_stack::begin(), map::build_map_cache(), start_location::burn(), character_id, auto_notes::auto_note_settings::clear(), overmapbuffer::clear(), auto_pickup::player_settings::clear_character_rules(), safemode::clear_character_rules(), map::clear_path(), create_starting_npcs(), critter_tracker, debugmsg, auto_notes::auto_note_settings::default_initialize(), Character::drench_mut_calc(), effect_accumulated_mutagen, effect_drunk, effect_flu, effect_infected, effect_pet, item_stack::end(), vehicle_stack::erase(), start_location::find_player_initial_location(), g, game_start, gamemode, get_auto_notes_settings(), get_auto_pickup(), get_cur_om(), get_levz(), scenario::get_map_extra(), get_safemode(), Character::get_stamina_max(), map::get_vehicles(), get_weather, Character::getID(), Character::global_omt_location(), HALF_MAPSIZE, start_location::handle_heli_crash(), scenario::has_flag(), scenario::has_map_extra(), init_autosave(), Character::inv_dump(), overmap::invalid_tripoint, map::invalidate_map_cache(), Character::last_climate_control_ret, safemode::load_global(), load_map(), load_master(), load_npcs(), m, m_debug, MAPBUFFER, scenario::missions(), MORALE_FEELING_BAD, mostseen, Creature::moves, om_direction::name(), new_game, Character::next_climate_control_check, weather_manager::nextweather, om_direction::north, num_bp, string_id< T >::obj(), overmap_buffer, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_critter_around(), start_location::place_player(), overmap::place_special_forced(), place_vehicle_nearby(), popup(), Character::pos(), start_location::prepare_map(), player::process_turn(), query_yn(), random_body_part(), player::random_start_location, scenario::random_start_location(), ui_manager::redraw(), refresh_display(), remove_zombie(), mission::reserve_new(), mapbuffer::reset(), overmapbuffer::reveal(), rl_dist(), rng_bits(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, scen, overmap_ui::search(), seed, Character::set_highest_cat_level(), Character::set_stamina(), Character::setID(), Character::setpos(), map::spawn_monsters(), SPRING_TEMPERATURE, start_calendar(), player::start_location, player::starting_pets, player::starting_vehicle, behavior::success, start_location::surround_with_monsters(), weather_manager::temperature, calendar::turn, u, update_map(), weather_manager::update_weather(), VPFLAG_CONTROLS, tripoint::x, coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::y.

◆ start_hauling()

void game::start_hauling ( const tripoint pos)

Definition at line 10450 of file game.cpp.

10451{
10452 // Find target items and quantities thereof for the new activity
10453 std::vector<item_location> target_items;
10454 std::vector<int> quantities;
10455
10456 map_stack items = m.i_at( pos );
10457 for( item &it : items ) {
10458 // Liquid cannot be picked up
10459 if( it.made_of( LIQUID ) ) {
10460 continue;
10461 }
10462 target_items.emplace_back( map_cursor( pos ), &it );
10463 // Quantity of 0 means move all
10464 quantities.push_back( 0 );
10465 }
10466
10467 if( target_items.empty() ) {
10468 // Nothing to haul
10469 return;
10470 }
10471
10472 // Whether the destination is inside a vehicle (not supported)
10473 const bool to_vehicle = false;
10474 // Destination relative to the player
10475 const tripoint relative_destination{};
10476
10478 target_items,
10479 quantities,
10480 to_vehicle,
10481 relative_destination
10482 ) ) );
10483}

References Character::assign_activity(), map::i_at(), LIQUID, m, and u.

Referenced by vertical_move(), and walk_move().

◆ stats()

stats_tracker & game::stats ( )

Definition at line 2856 of file game.cpp.

2857{
2858 return *stats_tracker_ptr;
2859}

References stats_tracker_ptr.

Referenced by death_screen(), handle_action(), setup(), and win().

◆ swap_critters()

bool game::swap_critters ( Creature a,
Creature b 
)

Swaps positions of two creatures.

Definition at line 4879 of file game.cpp.

4880{
4881 if( &a == &b ) {
4882 // No need to do anything, but print a debugmsg anyway
4883 debugmsg( "Tried to swap %s with itself", a.disp_name() );
4884 return true;
4885 }
4886 if( critter_at( a.pos() ) != &a ) {
4887 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4888 b.disp_name(), critter_at( a.pos() )->disp_name() );
4889 return false;
4890 }
4891 if( critter_at( b.pos() ) != &b ) {
4892 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4893 a.disp_name(), critter_at( b.pos() )->disp_name() );
4894 return false;
4895 }
4896 // Simplify by "sorting" the arguments
4897 // Only the first argument can be u
4898 // If swapping player/npc with a monster, monster is second
4899 bool a_first = a.is_player() ||
4900 ( a.is_npc() && !b.is_player() );
4901 Creature &first = a_first ? a : b;
4902 Creature &second = a_first ? b : a;
4903 // Possible options:
4904 // both first and second are monsters
4905 // second is a monster, first is a player or an npc
4906 // first is a player, second is an npc
4907 // both first and second are npcs
4908 if( first.is_monster() ) {
4909 monster *m1 = dynamic_cast< monster * >( &first );
4910 monster *m2 = dynamic_cast< monster * >( &second );
4911 if( m1 == nullptr || m2 == nullptr || m1 == m2 ) {
4912 debugmsg( "Couldn't swap two monsters" );
4913 return false;
4914 }
4915
4916 critter_tracker->swap_positions( *m1, *m2 );
4917 return true;
4918 }
4919
4920 player *u_or_npc = dynamic_cast< player * >( &first );
4921 player *other_npc = dynamic_cast< player * >( &second );
4922
4923 if( u_or_npc->in_vehicle ) {
4924 m.unboard_vehicle( u_or_npc->pos() );
4925 }
4926
4927 if( other_npc && other_npc->in_vehicle ) {
4928 m.unboard_vehicle( other_npc->pos() );
4929 }
4930
4931 tripoint temp = second.pos();
4932 second.setpos( first.pos() );
4933
4934 if( first.is_player() ) {
4935 walk_move( temp );
4936 } else {
4937 first.setpos( temp );
4938 if( m.veh_at( u_or_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4939 m.board_vehicle( u_or_npc->pos(), u_or_npc );
4940 }
4941 }
4942
4943 if( other_npc && m.veh_at( other_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4944 m.board_vehicle( other_npc->pos(), other_npc );
4945 }
4946 return true;
4947}
virtual bool is_monster() const
Definition: creature.h:101
virtual bool is_player() const
Definition: creature.h:92
virtual void setpos(const tripoint &pos)=0
bool walk_move(const tripoint &dest, bool via_ramp=false)
Definition: game.cpp:8830
constexpr double a
Definition: magic.cpp:1030
constexpr double b
Definition: magic.cpp:1031
@ VPFLAG_BOARDABLE
Definition: veh_type.h:39

References a, b, map::board_vehicle(), critter_at(), critter_tracker, debugmsg, Character::in_vehicle, Creature::is_monster(), Creature::is_player(), m, optional_vpart_position::part_with_feature(), Creature::pos(), Character::pos(), second, Creature::setpos(), map::unboard_vehicle(), map::veh_at(), VPFLAG_BOARDABLE, and walk_move().

Referenced by npc_menu().

◆ take_screenshot() [1/2]

bool game::take_screenshot ( ) const

Saves a screenshot of the current viewport, as a PNG file.

Filesystem location is derived from the current world and character.

Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7222 of file game.cpp.

7223{
7224 popup( _( "This binary was not compiled with tiles support." ) );
7225 return false;
7226}

References _, and popup().

Referenced by do_turn().

◆ take_screenshot() [2/2]

bool game::take_screenshot ( const std::string &  file_path) const

Saves a screenshot of the current viewport, as a PNG file, to the given location.

Parameters
file_pathA full path to the file where the screenshot should be saved.
Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7216 of file game.cpp.

7217{
7218 popup( _( "This binary was not compiled with tiles support." ) );
7219 return false;
7220}

References _, and popup().

◆ temp_exit_fullscreen()

void game::temp_exit_fullscreen ( )

Definition at line 540 of file game.cpp.

541{
542 if( fullscreen ) {
543 was_fullscreen = true;
545 } else {
546 was_fullscreen = false;
547 }
548}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ toggle_debug_hour_timer()

void game::toggle_debug_hour_timer ( )

Definition at line 11258 of file game.cpp.

11259{
11261}

References game::debug_hour_timer::toggle().

Referenced by handle_action(), and look_around().

◆ toggle_fullscreen()

void game::toggle_fullscreen ( )

Definition at line 502 of file game.cpp.

503{
504#if !defined(TILES)
507#else
508 toggle_fullscreen_window();
509#endif
510}

References fullscreen, and mark_main_ui_adaptor_resize().

Referenced by handle_action(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ toggle_pixel_minimap()

void game::toggle_pixel_minimap ( )

Definition at line 512 of file game.cpp.

513{
514#if defined(TILES)
516 clear_window_area( w_pixel_minimap );
517 }
520#endif // TILES
521}

References mark_main_ui_adaptor_resize(), pixel_minimap_option, and w_pixel_minimap.

Referenced by handle_action(), and look_around().

◆ try_get_left_click_action()

bool game::try_get_left_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2378 of file game.cpp.

2379{
2380 bool new_destination = true;
2381 if( !destination_preview.empty() ) {
2382 auto &final_destination = destination_preview.back();
2383 if( final_destination.x == mouse_target.x && final_destination.y == mouse_target.y ) {
2384 // Second click
2385 new_destination = false;
2387 destination_preview.clear();
2389 if( act == ACTION_NULL ) {
2390 // Something went wrong
2392 return false;
2393 }
2394 }
2395 }
2396
2397 if( new_destination ) {
2399 u.get_path_avoid() );
2400 return false;
2401 }
2402
2403 return true;
2404}

References act, ACTION_NULL, Character::clear_destination(), destination_preview, Character::get_next_auto_move_direction(), Character::get_path_avoid(), Character::get_pathfinding_settings(), m, Character::pos(), map::route(), Character::set_destination(), u, tripoint::x, and tripoint::y.

Referenced by handle_action().

◆ try_get_right_click_action()

bool game::try_get_right_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2406 of file game.cpp.

2407{
2408 const bool cleared_destination = !destination_preview.empty();
2410 destination_preview.clear();
2411
2412 if( cleared_destination ) {
2413 // Produce no-op if auto-move had just been cleared on this action
2414 // e.g. from a previous single left mouse click. This has the effect
2415 // of right-click canceling an auto-move before it is initiated.
2416 return false;
2417 }
2418
2419 const bool is_adjacent = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 1;
2420 const bool is_self = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 0;
2421 if( const monster *const mon = critter_at<monster>( mouse_target ) ) {
2422 if( !u.sees( *mon ) ) {
2423 add_msg( _( "Nothing relevant here." ) );
2424 return false;
2425 }
2426
2427 if( !u.weapon.is_gun() ) {
2428 add_msg( m_info, _( "You are not wielding a ranged weapon." ) );
2429 return false;
2430 }
2431
2432 // TODO: Add weapon range check. This requires weapon to be reloaded.
2433
2434 act = ACTION_FIRE;
2435 } else if( is_adjacent &&
2436 m.close_door( tripoint( mouse_target.xy(), u.posz() ), !m.is_outside( u.pos() ),
2437 true ) ) {
2438 act = ACTION_CLOSE;
2439 } else if( is_self ) {
2441 } else if( is_adjacent ) {
2443 } else {
2444 add_msg( _( "Nothing relevant here." ) );
2445 return false;
2446 }
2447
2448 return true;
2449}
bool close_door(const tripoint &p, bool inside, bool check_only)
Definition: map.cpp:3955
static bool is_adjacent(const monster &z, const Creature &target)

References _, act, ACTION_CLOSE, ACTION_EXAMINE, ACTION_FIRE, ACTION_PICKUP, add_msg(), Character::clear_destination(), map::close_door(), destination_preview, is_adjacent(), item::is_gun(), map::is_outside(), m, m_info, Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::sees(), square_dist(), u, Character::weapon, and tripoint::xy().

Referenced by handle_action().

◆ unload_npcs()

void game::unload_npcs ( )
private

Unloads all NPCs.

If you call this you must later call load_npcs, lest caches get rather confused. The tests used to call this a lot when they shouldn't. It is now private to reduce the chance of similar problems in the future.

Definition at line 953 of file game.cpp.

954{
955 for( const auto &npc : active_npc ) {
956 npc->on_unload();
957 }
958
959 active_npc.clear();
960}
void on_unload()
Do some cleanup and caching as npc is being unloaded from map.
Definition: npc.cpp:2645

References active_npc, and npc::on_unload().

Referenced by place_player_overmap(), and reload_npcs().

◆ unserialize()

void game::unserialize ( std::istream &  fin)

Definition at line 167 of file savegame.cpp.

168{
169 chkversion( fin );
170 int tmpturn = 0;
171 int tmpcalstart = 0;
172 int tmprun = 0;
173 tripoint lev;
174 point com;
175 JsonIn jsin( fin );
176 try {
177 JsonObject data = jsin.get_object();
178
179 data.read( "turn", tmpturn );
180 data.read( "calendar_start", tmpcalstart );
182 calendar_config._initial_season = static_cast<season_type>( data.get_int( "initial_season",
183 static_cast<int>( SPRING ) ) );
184 // 0.E stable
185 if( savegame_loading_version < 26 ) {
186 tmpturn *= 6;
187 tmpcalstart *= 6;
188 }
191 tmpcalstart );
192
193 if( !data.read( "game_start", calendar_config._start_of_game ) ) {
195 }
196
197 data.read( "auto_travel_mode", auto_travel_mode );
198 data.read( "run_mode", tmprun );
199 data.read( "mostseen", mostseen );
200 data.read( "levx", lev.x );
201 data.read( "levy", lev.y );
202 data.read( "levz", lev.z );
203 data.read( "om_x", com.x );
204 data.read( "om_y", com.y );
205
206 load_map( tripoint( lev.x + com.x * OMAPX * 2, lev.y + com.y * OMAPY * 2, lev.z ) );
207
208 safe_mode = static_cast<safe_mode_type>( tmprun );
209 if( get_option<bool>( "SAFEMODE" ) && safe_mode == SAFE_MODE_OFF ) {
211 }
212
213 std::string linebuff;
214 std::string linebuf;
215 if( data.read( "grscent", linebuf ) && data.read( "typescent", linebuff ) ) {
216 scent.deserialize( linebuf );
217 scent.deserialize( linebuff, true );
218 } else {
219 scent.reset();
220 }
221 data.read( "active_monsters", *critter_tracker );
222
223 coming_to_stairs.clear();
224 for( auto elem : data.get_array( "stair_monsters" ) ) {
225 monster stairtmp;
226 elem.read( stairtmp );
227 coming_to_stairs.push_back( stairtmp );
228 }
229
230 if( data.has_object( "kill_tracker" ) ) {
231 data.read( "kill_tracker", *kill_tracker_ptr );
232 } else {
233 // Legacy support for when kills were stored directly in game
234 std::map<mtype_id, int> kills;
235 std::vector<std::string> npc_kills;
236 for( const JsonMember member : data.get_object( "kills" ) ) {
237 kills[mtype_id( member.name() )] = member.get_int();
238 }
239
240 for( const std::string npc_name : data.get_array( "npc_kills" ) ) {
241 npc_kills.push_back( npc_name );
242 }
243
244 kill_tracker_ptr->reset( kills, npc_kills );
245 }
246
247 data.read( "player", u );
248 data.read( "stats_tracker", *stats_tracker_ptr );
249 data.read( "achievements_tracker", *achievements_tracker_ptr );
250 data.read( "token_provider", token_provider_ptr );
251 Messages::deserialize( data );
252
253 } catch( const JsonError &jsonerr ) {
254 debugmsg( "Bad save json\n%s", jsonerr.c_str() );
255 return;
256 }
257}
season_type
Real world seasons.
Definition: calendar.h:17
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:361
bool has_object(const std::string &name) const
Definition: json.cpp:425
JsonArray get_array(const std::string &name) const
Definition: json.cpp:332
int get_int(const std::string &name) const
Definition: json.cpp:282
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:944
void deserialize(const std::string &data, bool is_type=false)
Definition: savegame.cpp:259
safe_mode_type
Definition: game.h:76
static constexpr int OMAPY
static constexpr int OMAPX
Size of the overmap.
void deserialize(const JsonObject &json)
Definition: messages.cpp:330
std::string member
Definition: mapgen.cpp:402
static void chkversion(std::istream &fin)
Definition: savegame.cpp:148
int savegame_loading_version
Definition: savegame.cpp:64

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, JsonError::c_str(), chkversion(), coming_to_stairs, calendar::config, critter_tracker, debugmsg, Messages::deserialize(), scent_map::deserialize(), time_duration::from_turns(), JsonObject::get_array(), JsonObject::get_int(), JsonIn::get_object(), JsonObject::get_object(), JsonObject::has_object(), kill_tracker_ptr, load_map(), mapgen_defer::member, mostseen, mtype_id, OMAPX, OMAPY, JsonObject::read(), scent_map::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, savegame_loading_version, scent, SPRING, stats_tracker_ptr, token_provider_ptr, calendar::turn, calendar::turn_zero, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by load().

◆ unserialize_master()

void game::unserialize_master ( std::istream &  fin)

Definition at line 1188 of file savegame.cpp.

1189{
1191 chkversion( fin );
1192 if( savegame_loading_version < 11 ) {
1193 std::unique_ptr<static_popup>popup = std::make_unique<static_popup>();
1194 popup->message(
1195 _( "Cannot find loader for save data in old version %d, attempting to load as current version %d." ),
1199 }
1200 try {
1201 // single-pass parsing example
1202 JsonIn jsin( fin );
1203 jsin.start_object();
1204 while( !jsin.end_object() ) {
1205 std::string name = jsin.get_member_name();
1206 if( name == "next_mission_id" ) {
1207 next_mission_id = jsin.get_int();
1208 } else if( name == "next_npc_id" ) {
1209 next_npc_id.deserialize( jsin );
1210 } else if( name == "active_missions" ) {
1212 } else if( name == "factions" ) {
1213 jsin.read( *faction_manager_ptr );
1214 } else if( name == "seed" ) {
1215 jsin.read( seed );
1216 } else if( name == "weather" ) {
1217 JsonObject w = jsin.get_object();
1218 w.read( "lightning", get_weather().lightning_active );
1219 } else {
1220 // silently ignore anything else
1221 jsin.skip_value();
1222 }
1223 }
1224 } catch( const JsonError &e ) {
1225 debugmsg( "error loading %s: %s", SAVE_MASTER, e.c_str() );
1226 }
1227}
void deserialize(JsonIn &)
static void unserialize_all(JsonIn &jsin)
Definition: savegame.cpp:1178

References _, JsonError::c_str(), chkversion(), debugmsg, character_id::deserialize(), JsonIn::end_object(), faction_manager_ptr, JsonIn::get_int(), JsonIn::get_member_name(), JsonIn::get_object(), get_weather, om_direction::name(), next_mission_id, next_npc_id, popup(), JsonIn::read(), JsonObject::read(), ui_manager::redraw(), refresh_display(), SAVE_MASTER(), savegame_loading_version, savegame_version, seed, JsonIn::skip_value(), JsonIn::start_object(), and mission::unserialize_all().

Referenced by load_master().

◆ update_map() [1/2]

point game::update_map ( int &  x,
int &  y 
)

Definition at line 10718 of file game.cpp.

10719{
10720 point shift;
10721
10722 while( x < HALF_MAPSIZE_X ) {
10723 x += SEEX;
10724 shift.x--;
10725 }
10726 while( x >= HALF_MAPSIZE_X + SEEX ) {
10727 x -= SEEX;
10728 shift.x++;
10729 }
10730 while( y < HALF_MAPSIZE_Y ) {
10731 y += SEEY;
10732 shift.y--;
10733 }
10734 while( y >= HALF_MAPSIZE_Y + SEEY ) {
10735 y -= SEEY;
10736 shift.y++;
10737 }
10738
10739 if( shift == point_zero ) {
10740 // adjust player position
10741 u.setpos( tripoint( x, y, get_levz() ) );
10742 // Update what parts of the world map we can see
10743 // We need this call because even if the map hasn't shifted we may have changed z-level and can now see farther
10744 // TODO: only make this call if we changed z-level
10746 // Not actually shifting the submaps, all the stuff below would do nothing
10747 return point_zero;
10748 }
10749
10750 // this handles loading/unloading submaps that have scrolled on or off the viewport
10751 // NOLINTNEXTLINE(cata-use-named-point-constants)
10752 inclusive_rectangle<point> size_1( point( -1, -1 ), point( 1, 1 ) );
10753 point remaining_shift = shift;
10754 while( remaining_shift != point_zero ) {
10755 point this_shift = clamp( remaining_shift, size_1 );
10756 m.shift( this_shift );
10757 remaining_shift -= this_shift;
10758 }
10759
10760 grid_tracker_ptr->load( m );
10761
10762 // Shift monsters
10763 shift_monsters( tripoint( shift, 0 ) );
10764 const point shift_ms = sm_to_ms_copy( shift );
10765 u.shift_destination( -shift_ms );
10766
10767 // Shift NPCs
10768 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
10769 ( *it )->shift( shift );
10770 if( ( *it )->posx() < 0 - SEEX * 2 || ( *it )->posy() < 0 - SEEX * 2 ||
10771 ( *it )->posx() > SEEX * ( MAPSIZE + 2 ) || ( *it )->posy() > SEEY * ( MAPSIZE + 2 ) ) {
10772 //Remove the npc from the active list. It remains in the overmap list.
10773 ( *it )->on_unload();
10774 it = active_npc.erase( it );
10775 } else {
10776 it++;
10777 }
10778 }
10779
10780 scent.shift( shift_ms );
10781
10782 // Also ensure the player is on current z-level
10783 // get_levz() should later be removed, when there is no longer such a thing
10784 // as "current z-level"
10785 u.setpos( tripoint( x, y, get_levz() ) );
10786
10787 // Only do the loading after all coordinates have been shifted.
10788
10789 // Check for overmap saved npcs that should now come into view.
10790 // Put those in the active list.
10791 load_npcs();
10792
10793 // Make sure map cache is consistent since it may have shifted.
10794 if( m.has_zlevels() ) {
10795 for( int zlev = -OVERMAP_DEPTH; zlev <= OVERMAP_HEIGHT; ++zlev ) {
10796 m.invalidate_map_cache( zlev );
10797 }
10798 } else {
10800 }
10802
10803 // Spawn monsters if appropriate
10804 // This call will generate new monsters in addition to loading, so it's placed after NPC loading
10805 m.spawn_monsters( false ); // Static monsters
10806
10807 // Update what parts of the world map we can see
10809
10810 return shift;
10811}
void shift_destination(const point &shift)
void shift_monsters(const tripoint &shift)
Shift all active monsters, the shift vector is the number of shifted submaps.
Definition: game.cpp:11087
void shift(const point &s)
Shift the map along the vector s.
Definition: map.cpp:6755
void shift(const point &sm_shift)
Definition: scent_map.cpp:82
point sm_to_ms_copy(const point &p)
static constexpr int HALF_MAPSIZE_Y
static constexpr int HALF_MAPSIZE_X

References active_npc, map::build_map_cache(), clamp(), get_levz(), grid_tracker_ptr, HALF_MAPSIZE_X, HALF_MAPSIZE_Y, map::has_zlevels(), map::invalidate_map_cache(), load_npcs(), m, MAPSIZE, OVERMAP_DEPTH, OVERMAP_HEIGHT, point_zero, scent, SEEX, SEEY, Character::setpos(), map::shift(), scent_map::shift(), Character::shift_destination(), shift_monsters(), sm_to_ms_copy(), map::spawn_monsters(), u, update_overmap_seen(), point::x, and point::y.

◆ update_map() [2/2]

point game::update_map ( player p)

Definition at line 10712 of file game.cpp.

10713{
10714 point p2( p.posx(), p.posy() );
10715 return update_map( p2.x, p2.y );
10716}

References Character::posx(), Character::posy(), update_map(), point::x, and point::y.

Referenced by fling_creature(), load(), place_player(), start_game(), update_map(), and vertical_move().

◆ update_overmap_seen()

void game::update_overmap_seen ( )

Definition at line 10813 of file game.cpp.

10814{
10815 const tripoint_abs_omt ompos = u.global_omt_location();
10816 const int dist = u.overmap_sight_range( light_level( u.posz() ) );
10817 const int dist_squared = dist * dist;
10818 // We can always see where we're standing
10819 overmap_buffer.set_seen( ompos, true );
10820 for( const tripoint_abs_omt &p : points_in_radius( ompos, dist ) ) {
10821 const point_rel_omt delta = p.xy() - ompos.xy();
10822 const int h_squared = delta.x() * delta.x() + delta.y() * delta.y();
10823 if( trigdist && h_squared > dist_squared ) {
10824 continue;
10825 }
10826 if( delta == point_rel_omt() ) {
10827 // 1. This case is already handled outside of the loop
10828 // 2. Calculating multiplier would cause division by zero
10829 continue;
10830 }
10831 // If circular distances are enabled, scale overmap distances by the diagonality of the sight line.
10832 point abs_delta = delta.raw().abs();
10833 int max_delta = std::max( abs_delta.x, abs_delta.y );
10834 const float multiplier = trigdist ? std::sqrt( h_squared ) / max_delta : 1;
10835 const std::vector<tripoint_abs_omt> line = line_to( ompos, p );
10836 float sight_points = dist;
10837 for( auto it = line.begin();
10838 it != line.end() && sight_points >= 0; ++it ) {
10839 const oter_id &ter = overmap_buffer.ter( *it );
10840 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier;
10841 }
10842 if( sight_points >= 0 ) {
10843 tripoint_abs_omt seen( p );
10844 do {
10845 overmap_buffer.set_seen( seen, true );
10846 --seen.z();
10847 } while( seen.z() >= 0 );
10848 }
10849 }
10850}
bool trigdist
Circular distances.
int overmap_sight_range(int light_level) const
Returns the distance the player can see on the overmap.
Definition: character.cpp:771
constexpr Point & raw()
Definition: coordinates.h:111
void set_seen(const tripoint_abs_omt &p, bool seen=true)
coords::coord_point< point, coords::origin::relative, coords::omt > point_rel_omt
Definition: coordinates.h:478
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), Character::global_omt_location(), light_level(), line(), line_to(), overmap_buffer, Character::overmap_sight_range(), points_in_radius(), Character::posz(), coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::set_seen(), overmapbuffer::ter(), trigdist, u, coords::coord_point< Point, Origin, Scale >::x(), point::x, coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), point::y, and coords::coord_point< Point, Origin, Scale >::z().

Referenced by place_player_overmap(), and update_map().

◆ update_stair_monsters()

void game::update_stair_monsters ( )
private
Dodge reduces chance of being downed when pushed off the stairs

Definition at line 10865 of file game.cpp.

10866{
10867 // Search for the stairs closest to the player.
10868 std::vector<int> stairx;
10869 std::vector<int> stairy;
10870 std::vector<int> stairdist;
10871
10872 const bool from_below = monstairz < get_levz();
10873
10874 if( coming_to_stairs.empty() ) {
10875 return;
10876 }
10877
10878 if( m.has_zlevels() ) {
10879 debugmsg( "%d monsters coming to stairs on a map with z-levels",
10880 coming_to_stairs.size() );
10881 coming_to_stairs.clear();
10882 }
10883
10884 for( const tripoint &dest : m.points_on_zlevel( u.posz() ) ) {
10885 if( ( from_below && m.has_flag( "GOES_DOWN", dest ) ) ||
10886 ( !from_below && m.has_flag( "GOES_UP", dest ) ) ) {
10887 stairx.push_back( dest.x );
10888 stairy.push_back( dest.y );
10889 stairdist.push_back( rl_dist( dest, u.pos() ) );
10890 }
10891 }
10892 if( stairdist.empty() ) {
10893 return; // Found no stairs?
10894 }
10895
10896 // Find closest stairs.
10897 size_t si = 0;
10898 for( size_t i = 0; i < stairdist.size(); i++ ) {
10899 if( stairdist[i] < stairdist[si] ) {
10900 si = i;
10901 }
10902 }
10903
10904 // Find up to 4 stairs for distance stairdist[si] +1
10905 std::vector<int> nearest;
10906 nearest.push_back( si );
10907 for( size_t i = 0; i < stairdist.size() && nearest.size() < 4; i++ ) {
10908 if( ( i != si ) && ( stairdist[i] <= stairdist[si] + 1 ) ) {
10909 nearest.push_back( i );
10910 }
10911 }
10912 // Randomize the stair choice
10913 si = random_entry_ref( nearest );
10914
10915 // Attempt to spawn zombies.
10916 for( size_t i = 0; i < coming_to_stairs.size(); i++ ) {
10917 point mpos( stairx[si], stairy[si] );
10918 monster &critter = coming_to_stairs[i];
10919 const tripoint dest {
10920 mpos, g->get_levz()
10921 };
10922
10923 // We might be not be visible.
10924 if( ( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
10925 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
10926 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
10927 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) ) {
10928 continue;
10929 }
10930
10931 critter.staircount -= 4;
10932 // Let the player know zombies are trying to come.
10933 if( u.sees( dest ) ) {
10934 std::string dump;
10935 if( critter.staircount > 4 ) {
10936 dump += string_format( _( "You see a %s on the stairs" ), critter.name() );
10937 } else {
10938 if( critter.staircount > 0 ) {
10939 dump += ( from_below ?
10940 //~ The <monster> is almost at the <bottom/top> of the <terrain type>!
10941 string_format( _( "The %1$s is almost at the top of the %2$s!" ),
10942 critter.name(),
10943 m.tername( dest ) ) :
10944 string_format( _( "The %1$s is almost at the bottom of the %2$s!" ),
10945 critter.name(),
10946 m.tername( dest ) ) );
10947 }
10948 }
10949
10950 add_msg( m_warning, dump );
10951 } else {
10953 _( "a sound nearby from the stairs!" ), true, "misc", "stairs_movement" );
10954 }
10955
10956 if( critter.staircount > 0 ) {
10957 continue;
10958 }
10959
10960 if( is_empty( dest ) ) {
10961 critter.spawn( dest );
10962 critter.staircount = 0;
10963 place_critter_at( make_shared_fast<monster>( critter ), dest );
10964 if( u.sees( dest ) ) {
10965 if( !from_below ) {
10966 add_msg( m_warning, _( "The %1$s comes down the %2$s!" ),
10967 critter.name(),
10968 m.tername( dest ) );
10969 } else {
10970 add_msg( m_warning, _( "The %1$s comes up the %2$s!" ),
10971 critter.name(),
10972 m.tername( dest ) );
10973 }
10974 }
10975 coming_to_stairs.erase( coming_to_stairs.begin() + i );
10976 continue;
10977 } else if( u.pos() == dest ) {
10978 // Monster attempts to push player of stairs
10980 int tries = 0;
10981
10982 // the critter is now right on top of you and will attack unless
10983 // it can find a square to push you into with one of his tries.
10984 const int creature_push_attempts = 9;
10985 const int player_throw_resist_chance = 3;
10986
10987 critter.spawn( dest );
10988 while( tries < creature_push_attempts ) {
10989 tries++;
10990 push.x = rng( -1, 1 );
10991 push.y = rng( -1, 1 );
10992 point ipos( mpos + push );
10993 tripoint pos( ipos, get_levz() );
10994 if( ( push.x != 0 || push.y != 0 ) && !critter_at( pos ) &&
10995 critter.can_move_to( pos ) ) {
10996 bool resiststhrow = ( u.is_throw_immune() ) ||
10998 if( resiststhrow && one_in( player_throw_resist_chance ) ) {
10999 u.moves -= 25; // small charge for avoiding the push altogether
11000 add_msg( _( "The %s fails to push you back!" ),
11001 critter.name() );
11002 return; //judo or leg brace prevent you from getting pushed at all
11003 }
11004 // Not accounting for tentacles latching on, so..
11005 // Something is about to happen, lets charge half a move
11006 u.moves -= 50;
11007 if( resiststhrow && ( u.is_throw_immune() ) ) {
11008 //we have a judoka who isn't getting pushed but counterattacking now.
11009 mattack::thrown_by_judo( &critter );
11010 return;
11011 }
11012 std::string msg;
11013 ///\EFFECT_DODGE reduces chance of being downed when pushed off the stairs
11014 if( !( resiststhrow ) && ( u.get_dodge() + rng( 0, 3 ) < 12 ) ) {
11015 // dodge 12 - never get downed
11016 // 11.. avoid 75%; 10.. avoid 50%; 9.. avoid 25%
11017 u.add_effect( effect_downed, 2_turns );
11018 msg = _( "The %s pushed you back hard!" );
11019 } else {
11020 msg = _( "The %s pushed you back!" );
11021 }
11022 add_msg( m_warning, msg.c_str(), critter.name() );
11023 u.setx( u.posx() + push.x );
11024 u.sety( u.posy() + push.y );
11025 return;
11026 }
11027 }
11029 _( "The %s tried to push you back but failed! It attacks you!" ),
11030 critter.name() );
11031 critter.melee_attack( u );
11032 u.moves -= 50;
11033 return;
11034 } else if( monster *const mon_ptr = critter_at<monster>( dest ) ) {
11035 // Monster attempts to displace a monster from the stairs
11036 monster &other = *mon_ptr;
11037 critter.spawn( dest );
11038
11039 // the critter is now right on top of another and will push it
11040 // if it can find a square to push it into inside of his tries.
11041 const int creature_push_attempts = 9;
11042 const int creature_throw_resist = 4;
11043
11044 int tries = 0;
11045 point push2;
11046 while( tries < creature_push_attempts ) {
11047 tries++;
11048 push2.x = rng( -1, 1 );
11049 push2.y = rng( -1, 1 );
11050 point ipos2( mpos + push2 );
11051 tripoint pos( ipos2, get_levz() );
11052 if( ( push2.x == 0 && push2.y == 0 ) || ( ( ipos2.x == u.posx() ) && ( ipos2.y == u.posy() ) ) ) {
11053 continue;
11054 }
11055 if( !critter_at( pos ) && other.can_move_to( pos ) ) {
11056 other.setpos( tripoint( ipos2, get_levz() ) );
11057 other.moves -= 50;
11058 std::string msg;
11059 if( one_in( creature_throw_resist ) ) {
11060 other.add_effect( effect_downed, 2_turns );
11061 msg = _( "The %1$s pushed the %2$s hard." );
11062 } else {
11063 msg = _( "The %1$s pushed the %2$s." );
11064 }
11065 add_msg( m_neutral, msg, critter.name(), other.name() );
11066 return;
11067 }
11068 }
11069 return;
11070 }
11071 }
11072}
void setx(int x)
Definition: character.h:788
void sety(int y)
Definition: character.h:791
bool is_throw_immune() const
Returns true if the player is immune to throws.
float get_dodge() const override
Definition: melee.cpp:811
int monstairz
Definition: game.h:1005
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8591
bool can_move_to(const tripoint &p) const
Checks whether we can move to/through p.
Definition: monmove.cpp:256
int posy() const override
Definition: monster.h:500
void melee_attack(Creature &target)
Definition: monster.cpp:1370
int staircount
Definition: monster.h:511
void spawn(const tripoint &p)
Definition: monster.cpp:481
int posx() const override
Definition: monster.h:497
bool thrown_by_judo(monster *z)
Definition: monattack.cpp:4671
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149

References _, Creature::add_effect(), add_msg(), monster::can_move_to(), coming_to_stairs, critter_at(), debugmsg, effect_downed, g, Character::get_dodge(), get_levz(), map::has_flag(), Character::has_trait(), map::has_zlevels(), is_empty(), Character::is_throw_immune(), m, m_neutral, m_warning, MAPSIZE_X, MAPSIZE_Y, monster::melee_attack(), monstairz, sounds::movement, Creature::moves, monster::name(), one_in(), other, place_critter_at(), point_north_west, map::points_on_zlevel(), Character::pos(), Character::posx(), monster::posx(), Character::posy(), monster::posy(), Character::posz(), monexamine::push(), random_entry_ref(), rl_dist(), rng(), Character::sees(), Character::setx(), Character::sety(), sounds::sound(), monster::spawn(), monster::staircount, string_format(), map::tername(), mattack::thrown_by_judo(), trait_LEG_TENT_BRACE, u, point::x, and point::y.

Referenced by do_turn(), and vertical_move().

◆ update_zombie_pos()

bool game::update_zombie_pos ( const monster critter,
const tripoint pos 
)

Redirects to the creature_tracker update_pos() function.

Definition at line 4829 of file game.cpp.

4830{
4831 return critter_tracker->update_pos( critter, pos );
4832}

References critter_tracker.

◆ use_computer()

void game::use_computer ( const tripoint p)

Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.

Definition at line 4612 of file game.cpp.

4613{
4614 if( u.has_trait( trait_id( "ILLITERATE" ) ) ) {
4615 add_msg( m_info, _( "You can not read a computer screen!" ) );
4616 return;
4617 }
4618 if( u.is_blind() ) {
4619 // we don't have screen readers in game
4620 add_msg( m_info, _( "You can not see a computer screen!" ) );
4621 return;
4622 }
4623 if( u.has_trait( trait_id( "HYPEROPIC" ) ) && !u.worn_with_flag( "FIX_FARSIGHT" ) &&
4624 !u.has_effect( effect_contacts ) && !u.has_bionic( bionic_id( "bio_eye_optic" ) ) ) {
4625 add_msg( m_info, _( "You'll need to put on reading glasses before you can see the screen." ) );
4626 return;
4627 }
4628
4629 computer *used = m.computer_at( p );
4630
4631 if( used == nullptr ) {
4632 if( m.has_flag( "CONSOLE", p ) ) { //Console without map data
4633 add_msg( m_bad, _( "The console doesn't display anything coherent." ) );
4634 } else {
4635 debugmsg( "Tried to use computer at %s - none there", p.to_string() );
4636 }
4637 return;
4638 }
4639
4640 computer_session( *used ).use();
4641}
void use()
Handles player use of a computer.
computer * computer_at(const tripoint &p)
Definition: map.cpp:5534
static const efftype_id effect_contacts("contacts")

References _, add_msg(), map::computer_at(), debugmsg, effect_contacts, Character::has_bionic(), Creature::has_effect(), map::has_flag(), Character::has_trait(), Character::is_blind(), m, m_bad, m_info, tripoint::to_string(), u, computer_session::use(), and Character::worn_with_flag().

Referenced by examine().

◆ validate_camps()

void game::validate_camps ( )

validate camps to ensure they are on the overmap list

Definition at line 2040 of file game.cpp.

2041{
2042 basecamp camp = m.hoist_submap_camp( u.pos() );
2043 if( camp.is_valid() ) {
2044 overmap_buffer.add_camp( camp );
2046 } else if( camp.camp_omt_pos() != tripoint_abs_omt() ) {
2047 std::string camp_name = _( "Faction Camp" );
2048 camp.set_name( camp_name );
2049 overmap_buffer.add_camp( camp );
2051 }
2052}
bool is_valid() const
Definition: basecamp.h:125
void set_name(const std::string &new_name)
Definition: basecamp.cpp:575
tripoint_abs_omt camp_omt_pos() const
Definition: basecamp.h:134
basecamp hoist_submap_camp(const tripoint &p)
Definition: map.cpp:5565
void remove_submap_camp(const tripoint &)
Definition: map.cpp:5560
void add_camp(const basecamp &camp)
Add Basecamp to overmapbuffer.

References _, overmapbuffer::add_camp(), basecamp::camp_omt_pos(), map::hoist_submap_camp(), basecamp::is_valid(), m, overmap_buffer, Character::pos(), map::remove_submap_camp(), basecamp::set_name(), and u.

Referenced by load().

◆ validate_linked_vehicles()

void game::validate_linked_vehicles ( )

validate towed vehicles so they get linked up again after a load

Definition at line 1982 of file game.cpp.

1983{
1984 for( auto &veh : m.get_vehicles() ) {
1985 vehicle *v = veh.v;
1988 if( other_v ) {
1989 // the other vehicle is towing us.
1990 v->tow_data.set_towing( other_v, v );
1992 }
1993 }
1994 }
1995}
tripoint other_towing_point
Definition: vehicle.h:167
bool set_towing(vehicle *tower_veh, vehicle *towed_veh)
Definition: vehicle.cpp:6117
towing_data tow_data
Definition: vehicle.h:1944

References map::get_vehicles(), m, towing_data::other_towing_point, towing_data::set_towing(), vehicle::tow_data, tripoint_zero, map::veh_at(), and veh_pointer_or_null().

Referenced by load().

◆ validate_mounted_npcs()

void game::validate_mounted_npcs ( )

Definition at line 1997 of file game.cpp.

1998{
1999 for( monster &m : all_monsters() ) {
2000 if( m.has_effect( effect_ridden ) && m.mounted_player_id.is_valid() ) {
2001 player *mounted_pl = g->critter_by_id<player>( m.mounted_player_id );
2002 if( !mounted_pl ) {
2003 // Target no longer valid.
2004 m.mounted_player_id = character_id();
2005 m.remove_effect( effect_ridden );
2006 continue;
2007 }
2008 mounted_pl->mounted_creature = shared_from( m );
2009 mounted_pl->setpos( m.pos() );
2010 mounted_pl->add_effect( effect_riding, 1_turns, num_bp );
2011 m.mounted_player = mounted_pl;
2012 }
2013 }
2014}

References Creature::add_effect(), all_monsters(), character_id, effect_ridden, effect_riding, g, m, Character::mounted_creature, num_bp, Character::setpos(), and shared_from().

Referenced by load(), and vertical_shift().

◆ validate_npc_followers()

void game::validate_npc_followers ( )

validate list of followers to account for overmap buffers

Definition at line 2016 of file game.cpp.

2017{
2018 // Make sure visible followers are in the list.
2019 const std::vector<npc *> visible_followers = get_npcs_if( [&]( const npc & guy ) {
2020 return guy.is_player_ally();
2021 } );
2022 for( npc *guy : visible_followers ) {
2023 update_faction_api( guy );
2024 add_npc_follower( guy->getID() );
2025 }
2026 // Make sure overmapbuffered NPC followers are in the list.
2027 for( const auto &temp_guy : overmap_buffer.get_npcs_near_player( 300 ) ) {
2028 npc *guy = temp_guy.get();
2029 if( guy->is_player_ally() ) {
2030 update_faction_api( guy );
2031 add_npc_follower( guy->getID() );
2032 }
2033 }
2034 // Make sure that serialized player followers sync up with game list
2035 for( const auto &temp_id : u.follower_ids ) {
2036 add_npc_follower( temp_id );
2037 }
2038}
void add_npc_follower(const character_id &id)
Add follower id to set of followers.
Definition: game.cpp:1962
static void update_faction_api(npc *guy)
Definition: game.cpp:1974

References add_npc_follower(), player::follower_ids, get_npcs_if(), overmapbuffer::get_npcs_near_player(), Character::getID(), npc::is_player_ally(), overmap_buffer, u, and update_faction_api().

Referenced by load().

◆ vertical_move()

void game::vertical_move ( int  z,
bool  force,
bool  peeking = false 
)

Moves the player vertically.

If force == true then they are falling. If peeking == true, forbids some exotic movement options

Strength increases breath-holding capacity while diving Dexterity increases chance of moving past monsters on stairs Dodge increases chance of moving past monsters on stairs Strength increases chance of moving past monsters on stairs Melee increases chance of moving past monsters on stairs

Definition at line 10039 of file game.cpp.

10040{
10041 if( u.is_mounted() ) {
10042 auto mons = u.mounted_creature.get();
10043 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
10044 if( !mons->check_mech_powered() ) {
10045 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
10046 mons->get_name() );
10047 return;
10048 }
10049 }
10050 }
10051
10052 // > and < are used for diving underwater.
10053 if( m.has_flag( "SWIMMABLE", u.pos() ) && m.has_flag( TFLAG_DEEP_WATER, u.pos() ) ) {
10054 if( movez == -1 ) {
10055 if( u.is_underwater() ) {
10056 add_msg( m_info, _( "You are already underwater!" ) );
10057 return;
10058 }
10059 if( u.worn_with_flag( "FLOTATION" ) ) {
10060 add_msg( m_info, _( "You can't dive while wearing a flotation device." ) );
10061 return;
10062 }
10063 u.set_underwater( true );
10064 ///\EFFECT_STR increases breath-holding capacity while diving
10065 u.oxygen = 30 + 2 * u.str_cur;
10066 add_msg( _( "You dive underwater!" ) );
10067 } else {
10068 if( u.swim_speed() < 500 || u.shoe_type_count( itype_swim_fins ) ) {
10069 u.set_underwater( false );
10070 add_msg( _( "You surface." ) );
10071 } else {
10072 add_msg( m_info, _( "You try to surface but can't!" ) );
10073 }
10074 }
10075 u.moves -= 100;
10076 return;
10077 }
10078
10079 // Force means we're going down, even if there's no staircase, etc.
10080 bool climbing = false;
10081 int move_cost = 100;
10082 tripoint stairs( u.posx(), u.posy(), u.posz() + movez );
10083 if( m.has_zlevels() && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10084 // Climbing
10085 if( m.has_floor_or_support( stairs ) ) {
10086 add_msg( m_info, _( "You can't climb here - there's a ceiling above your head." ) );
10087 return;
10088 }
10089
10090 std::vector<tripoint> pts;
10091 for( const auto &pt : m.points_in_radius( stairs, 1 ) ) {
10092 if( m.passable( pt ) &&
10093 m.has_floor_or_support( pt ) ) {
10094 pts.push_back( pt );
10095 }
10096 }
10097
10098 const int cost = map_funcs::climbing_cost( m, u.pos(), stairs );
10099
10100 if( cost == 0 ) {
10101 if( u.has_trait( trait_WEB_ROPE ) ) {
10102 if( pts.empty() ) {
10103 add_msg( m_info, _( "There is nothing above you that you can attach a web to." ) );
10104 } else if( can_use_mutation_warn( trait_WEB_ROPE, u ) ) {
10105 if( g->m.move_cost( u.pos() ) != 2 && g->m.move_cost( u.pos() ) != 3 ) {
10106 add_msg( m_info, _( "You can't spin a web rope there." ) );
10107 } else if( g->m.has_furn( u.pos() ) ) {
10108 add_msg( m_info, _( "There is already furniture at that location." ) );
10109 } else {
10110 if( query_yn( "Spin a rope and climb?" ) ) {
10111 add_msg( m_good, _( "You spin a rope of web." ) );
10112 g->m.furn_set( u.pos(), furn_str_id( "f_rope_up_web" ) );
10113 u.mod_moves( to_turns<int>( 2_seconds ) );
10115 vertical_move( movez, force, peeking );
10116 }
10117 }
10118 }
10119
10120 } else {
10121 add_msg( m_info, _( "You can't climb here - you need walls and/or furniture to brace against." ) );
10122
10123 }
10124 return;
10125
10126 }
10127
10128 if( cost <= 0 || pts.empty() ) {
10129 add_msg( m_info,
10130 _( "You can't climb here - there is no terrain above you that would support your weight." ) );
10131 return;
10132 } else {
10133 // TODO: Make it an extended action
10134 climbing = true;
10135 move_cost = cost;
10136
10138 if( !pnt ) {
10139 return;
10140 }
10141 stairs = *pnt;
10142 }
10143 }
10144
10145 if( !force && movez == -1 && !m.has_flag( "GOES_DOWN", u.pos() ) ) {
10146 add_msg( m_info, _( "You can't go down here!" ) );
10147 return;
10148 } else if( !climbing && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10149 add_msg( m_info, _( "You can't go up here!" ) );
10150 return;
10151 }
10152
10153 if( force ) {
10154 // Let go of a grabbed cart.
10155 u.grab( OBJECT_NONE );
10156 } else if( u.grab_point != tripoint_zero ) {
10157 add_msg( m_info, _( "You can't drag things up and down stairs." ) );
10158 return;
10159 }
10160
10161 // Because get_levz takes z-value from the map, it will change when vertical_shift (m.has_zlevels() == true)
10162 // is called or when the map is loaded on new z-level (== false).
10163 // This caches the z-level we start the movement on (current) and the level we're want to end.
10164 const int z_before = get_levz();
10165 const int z_after = get_levz() + movez;
10166 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10167 debugmsg( "Tried to move outside allowed range of z-levels" );
10168 return;
10169 }
10170
10171 if( !u.move_effects( false ) ) {
10172 return;
10173 }
10174
10175 // Check if there are monsters are using the stairs.
10176 bool slippedpast = false;
10177 if( !m.has_zlevels() && !coming_to_stairs.empty() && !force ) {
10178 // TODO: Allow travel if zombie couldn't reach stairs, but spawn him when we go up.
10179 add_msg( m_warning, _( "You try to use the stairs. Suddenly you are blocked by a %s!" ),
10180 coming_to_stairs[0].name() );
10181 // Roll.
10182 ///\EFFECT_DEX increases chance of moving past monsters on stairs
10183
10184 ///\EFFECT_DODGE increases chance of moving past monsters on stairs
10185 int dexroll = dice( 6, u.dex_cur + u.get_skill_level( skill_dodge ) * 2 );
10186 ///\EFFECT_STR increases chance of moving past monsters on stairs
10187
10188 ///\EFFECT_MELEE increases chance of moving past monsters on stairs
10189 int strroll = dice( 3, u.str_cur + u.get_skill_level( skill_melee ) * 1.5 );
10190 if( coming_to_stairs.size() > 4 ) {
10191 add_msg( _( "The are a lot of them on the %s!" ), m.tername( u.pos() ) );
10192 dexroll /= 4;
10193 strroll /= 2;
10194 } else if( coming_to_stairs.size() > 1 ) {
10195 add_msg( m_warning, _( "There's something else behind it!" ) );
10196 dexroll /= 2;
10197 }
10198
10199 if( dexroll < 14 || strroll < 12 ) {
10201 u.moves -= 100;
10202 return;
10203 }
10204
10205 add_msg( _( "You manage to slip past!" ) );
10206 slippedpast = true;
10207 u.moves -= 100;
10208 }
10209
10210 // Shift the map up or down
10211
10212 std::unique_ptr<map> tmp_map_ptr;
10213 if( !m.has_zlevels() ) {
10214 tmp_map_ptr = std::make_unique<map>();
10215 }
10216
10217 map &maybetmp = m.has_zlevels() ? m : *( tmp_map_ptr.get() );
10218 if( m.has_zlevels() ) {
10219 // We no longer need to shift the map here! What joy
10220 } else {
10221 maybetmp.load( tripoint( get_levx(), get_levy(), z_after ), false );
10222 }
10223
10224 // Find the corresponding staircase
10225 bool rope_ladder = false;
10226 // TODO: Remove the stairfinding, make the mapgen gen aligned maps
10227 if( !force && !climbing ) {
10228 const cata::optional<tripoint> pnt = find_or_make_stairs( maybetmp, z_after, rope_ladder, peeking );
10229 if( !pnt ) {
10230 return;
10231 }
10232 stairs = *pnt;
10233 }
10234
10235 if( !force ) {
10236 monstairz = z_before;
10237 }
10238 // Save all monsters that can reach the stairs, remove them from the tracker,
10239 // then despawn the remaining monsters. Because it's a vertical shift, all
10240 // monsters are out of the bounds of the map and will despawn.
10241 shared_ptr_fast<monster> stored_mount;
10242 if( u.is_mounted() && !m.has_zlevels() ) {
10243 // Store a *copy* of the mount, so we can remove the original monster instance
10244 // from the tracker before the map shifts.
10245 // Map shifting would otherwise just despawn the mount and would later respawn it.
10246 stored_mount = make_shared_fast<monster>( *u.mounted_creature );
10248 }
10249 if( !m.has_zlevels() ) {
10250 const tripoint to = u.pos();
10251 for( monster &critter : all_monsters() ) {
10252 // if its a ladder instead of stairs - most zombies can't climb that.
10253 // unless that have a special flag to allow them to do so.
10254 if( ( m.has_flag( "DIFFICULT_Z", u.pos() ) && !critter.climbs() ) ||
10255 critter.has_effect( effect_ridden ) ||
10256 critter.has_effect( effect_tied ) ) {
10257 continue;
10258 }
10259 int turns = critter.turns_to_reach( to.xy() );
10260 if( turns < 10 && coming_to_stairs.size() < 8 && critter.will_reach( to.xy() )
10261 && !slippedpast ) {
10262 critter.staircount = 10 + turns;
10263 critter.on_unload();
10264 coming_to_stairs.push_back( critter );
10265 remove_zombie( critter );
10266 }
10267 }
10268 auto mons = critter_tracker->find( g->u.pos() );
10269 if( mons != nullptr ) {
10270 critter_tracker->remove( *mons );
10271 }
10272 shift_monsters( tripoint( 0, 0, movez ) );
10273 }
10274
10275 std::vector<shared_ptr_fast<npc>> npcs_to_bring;
10276 std::vector<monster *> monsters_following;
10277 if( !m.has_zlevels() && std::abs( movez ) == 1 ) {
10278 std::copy_if( active_npc.begin(), active_npc.end(), back_inserter( npcs_to_bring ),
10279 [this]( const shared_ptr_fast<npc> &np ) {
10280 return np->is_walking_with() && !np->is_mounted() && !np->in_sleep_state() &&
10281 rl_dist( np->pos(), u.pos() ) < 2;
10282 } );
10283 }
10284
10285 if( m.has_zlevels() && std::abs( movez ) == 1 ) {
10286 bool ladder = m.has_flag( "DIFFICULT_Z", u.pos() );
10287 for( monster &critter : all_monsters() ) {
10288 if( ladder && !critter.climbs() ) {
10289 continue;
10290 }
10291 if( critter.attack_target() == &g->u || ( !critter.has_effect( effect_ridden ) &&
10292 critter.has_effect( effect_pet ) && critter.friendly == -1 &&
10293 !critter.has_effect( effect_tied ) ) ) {
10294 monsters_following.push_back( &critter );
10295 }
10296 }
10297 }
10298
10299 if( u.is_mounted() ) {
10300 monster *crit = u.mounted_creature.get();
10301 if( crit->has_flag( MF_RIDEABLE_MECH ) ) {
10302 crit->use_mech_power( -1 );
10303 if( u.movement_mode_is( CMM_WALK ) ) {
10304 crit->use_mech_power( -2 );
10305 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
10306 crit->use_mech_power( -1 );
10307 } else if( u.movement_mode_is( CMM_RUN ) ) {
10308 crit->use_mech_power( -3 );
10309 }
10310 }
10311 } else {
10312 u.moves -= move_cost;
10313 }
10314 for( const auto &np : npcs_to_bring ) {
10315 if( np->in_vehicle ) {
10316 m.unboard_vehicle( np->pos() );
10317 }
10318 }
10319 const tripoint old_pos = g->u.pos();
10320 point submap_shift;
10321 vertical_shift( z_after );
10322 if( !force ) {
10323 submap_shift = update_map( stairs.x, stairs.y );
10324 }
10325
10326 // if an NPC or monster is on the stiars when player ascends/descends
10327 // they may end up merged on th esame tile, do some displacement to resolve that.
10328 // if, in the weird case of it not being possible to displace;
10329 // ( how did the player even manage to approach the stairs, if so? )
10330 // then nothing terrible happens, its just weird.
10331 if( critter_at<npc>( u.pos(), true ) || critter_at<monster>( u.pos(), true ) ) {
10332 std::string crit_name;
10333 bool player_displace = false;
10335 if( displace.has_value() ) {
10336 npc *guy = g->critter_at<npc>( u.pos(), true );
10337 if( guy ) {
10338 crit_name = guy->get_name();
10339 tripoint old_pos = guy->pos();
10340 if( !guy->is_enemy() ) {
10341 guy->move_away_from( u.pos(), true );
10342 if( old_pos != guy->pos() ) {
10343 add_msg( _( "%s moves out of the way for you." ), guy->get_name() );
10344 }
10345 } else {
10346 player_displace = true;
10347 }
10348 }
10349 monster *mon = g->critter_at<monster>( u.pos(), true );
10350 // if the monster is ridden by the player or an NPC:
10351 // Dont displace them. If they are mounted by a friendly NPC,
10352 // then the NPC will already have been displaced just above.
10353 // if they are ridden by the player, we want them to coexist on same tile
10354 if( mon && !mon->mounted_player ) {
10355 crit_name = mon->get_name();
10356 if( mon->friendly == -1 ) {
10357 mon->setpos( *displace );
10358 add_msg( _( "Your %s moves out of the way for you." ), mon->get_name() );
10359 } else {
10360 player_displace = true;
10361 }
10362 }
10363 if( player_displace ) {
10364 u.setpos( *displace );
10365 u.moves -= 20;
10366 add_msg( _( "You push past %s blocking the way." ), crit_name );
10367 }
10368 } else {
10369 debugmsg( "Failed to find a spot to displace into." );
10370 }
10371 }
10372
10373 // Now that we know the player's destination position, we can move their mount as well
10374 if( u.is_mounted() ) {
10375 if( stored_mount ) {
10376 assert( !m.has_zlevels() );
10377 stored_mount->spawn( g->u.pos() );
10378 if( critter_tracker->add( stored_mount ) ) {
10379 u.mounted_creature = stored_mount;
10380 }
10381 } else {
10382 u.mounted_creature->setpos( g->u.pos() );
10383 }
10384 }
10385
10386 if( !npcs_to_bring.empty() ) {
10387 // Would look nicer randomly scrambled
10388 std::vector<tripoint> candidates = closest_points_first( u.pos(), 1 );
10389 candidates.erase( std::remove_if( candidates.begin(), candidates.end(),
10390 [this]( const tripoint & c ) {
10391 return !is_empty( c );
10392 } ), candidates.end() );
10393
10394 for( const auto &np : npcs_to_bring ) {
10395 const auto found = std::find_if( candidates.begin(), candidates.end(),
10396 [this, np]( const tripoint & c ) {
10397 return !np->is_dangerous_fields( m.field_at( c ) ) && m.tr_at( c ).is_benign();
10398 } );
10399 if( found != candidates.end() ) {
10400 // TODO: De-uglify
10401 np->setpos( *found );
10402 np->place_on_map();
10403 np->setpos( *found );
10404 candidates.erase( found );
10405 }
10406
10407 if( candidates.empty() ) {
10408 break;
10409 }
10410 }
10411
10412 reload_npcs();
10413 }
10414
10415 // This ugly check is here because of stair teleport bullshit
10416 // TODO: Remove stair teleport bullshit
10417 if( rl_dist( g->u.pos(), old_pos ) <= 1 ) {
10418 for( monster *m : monsters_following ) {
10419 m->set_dest( g->u.pos() );
10420 }
10421 }
10422
10423 if( rope_ladder ) {
10424 m.ter_set( u.pos(), t_rope_up );
10425 }
10426
10427 if( m.ter( stairs ) == t_manhole_cover ) {
10428 m.spawn_item( stairs + point( rng( -1, 1 ), rng( -1, 1 ) ), itype_manhole_cover );
10429 m.ter_set( stairs, t_manhole );
10430 }
10431
10432 // Wouldn't work and may do strange things
10433 if( u.is_hauling() && !m.has_zlevels() ) {
10434 add_msg( _( "You cannot haul items here." ) );
10435 u.stop_hauling();
10436 }
10437
10438 if( u.is_hauling() ) {
10439 const tripoint adjusted_pos = old_pos - sm_to_ms_copy( submap_shift );
10440 start_hauling( adjusted_pos );
10441 }
10442
10443 m.invalidate_map_cache( g->get_levz() );
10444 // Upon force movement, traps can not be avoided.
10445 m.creature_on_trap( u, !force );
10446
10448}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
@ CMM_WALK
Definition: character.h:102
@ CMM_CROUCH
Definition: character.h:104
bool move_effects(bool attacking) override
Processes effects which may prevent the Character from moving (bear traps, crushed,...
Definition: character.cpp:1535
int swim_speed() const
Returns the player's speed for swimming across water tiles.
Definition: character.cpp:882
int oxygen
Definition: character.h:1530
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1723
int shoe_type_count(const itype_id &it) const
Returns 1 if the player is wearing an item of that count on one foot, 2 if on both,...
Definition: character.cpp:8947
std::string get_name() const override
Definition: character.cpp:6095
void start_hauling(const tripoint &pos)
Definition: game.cpp:10450
cata::optional< tripoint > find_or_make_stairs(map &mp, int z_after, bool &rope_ladder, bool peeking)
Returns the other end of the stairs (if any).
Definition: game.cpp:10485
bool use_mech_power(int amt)
Definition: monster.cpp:2372
Character * mounted_player
Definition: monster.h:460
void set_underwater(bool)
Definition: player.cpp:516
static const efftype_id effect_tied("tied")
static const itype_id itype_manhole_cover("manhole_cover")
static const skill_id skill_melee("melee")
static cata::optional< tripoint > point_selection_menu(const std::vector< tripoint > &pts)
Definition: game.cpp:9989
static const itype_id itype_swim_fins("swim_fins")
static const trait_id trait_WEB_ROPE("WEB_ROPE")
ter_id t_rope_up
Definition: mapdata.cpp:719
ter_id t_manhole
Definition: mapdata.cpp:718
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1712
void avatar_moves(const avatar &u, const map &m, const tripoint &p)
Definition: game.cpp:12108
int ladder(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:9352
int climbing_cost(const map &m, const tripoint &from, const tripoint &to)
Checks both the neighborhoods of from and to for climbable surfaces, returns move cost of climbing fr...
point displace(type dir, int dist=1)
Returns point(0, 0) displaced in specified direction by a specified distance.
Definition: overmap.cpp:4177

References _, active_npc, add_msg(), all_monsters(), cata_event_dispatch::avatar_moves(), c, can_use_mutation_warn(), map_funcs::climbing_cost(), closest_points_first(), CMM_CROUCH, CMM_RUN, CMM_WALK, coming_to_stairs, map::creature_on_trap(), critter_tracker, debugmsg, Character::dex_cur, dice(), om_direction::displace(), effect_pet, effect_ridden, effect_tied, find_empty_spot_nearby(), find_or_make_stairs(), monster::friendly, g, get_levx(), get_levy(), get_levz(), Character::get_name(), monster::get_name(), Character::get_skill_level(), avatar::grab(), player::grab_point, map::has_flag(), monster::has_flag(), map::has_floor_or_support(), Character::has_trait(), map::has_zlevels(), map::invalidate_map_cache(), npc::is_enemy(), Character::is_hauling(), Character::is_mounted(), Creature::is_underwater(), itype_manhole_cover, itype_swim_fins, iuse::ladder(), map::load(), m, m_bad, m_good, m_info, m_warning, MF_RIDEABLE_MECH, Creature::mod_moves(), monstairz, Character::mounted_creature, monster::mounted_player, npc::move_away_from(), move_cost(), Character::move_effects(), Character::movement_mode_is(), Creature::moves, Character::mutation_spend_resources(), om_direction::name(), OBJECT_NONE, OVERMAP_HEIGHT, Character::oxygen, map::passable(), point_selection_menu(), map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), query_yn(), reload_npcs(), remove_zombie(), rl_dist(), rng(), player::set_underwater(), Character::setpos(), monster::setpos(), shift_monsters(), Character::shoe_type_count(), skill_dodge, skill_melee, sm_to_ms_copy(), map::spawn_item(), start_hauling(), Character::stop_hauling(), Character::str_cur, Character::swim_speed(), t_manhole, t_manhole_cover, t_rope_up, map::ter(), map::ter_set(), map::tername(), TFLAG_DEEP_WATER, trait_WEB_ROPE, tripoint_zero, u, map::unboard_vehicle(), update_map(), update_stair_monsters(), monster::use_mech_power(), vertical_move(), vertical_shift(), Character::worn_with_flag(), tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by handle_action(), peek(), and vertical_move().

◆ vertical_notes()

void game::vertical_notes ( int  z_before,
int  z_after 
)

Add goes up/down auto_notes (if turned on)

Definition at line 10672 of file game.cpp.

10673{
10674 if( z_before == z_after || !get_option<bool>( "AUTO_NOTES" ) ||
10675 !get_option<bool>( "AUTO_NOTES_STAIRS" ) ) {
10676 return;
10677 }
10678
10679 if( !m.inbounds_z( z_before ) || !m.inbounds_z( z_after ) ) {
10680 debugmsg( "game::vertical_notes invalid arguments: z_before == %d, z_after == %d",
10681 z_before, z_after );
10682 return;
10683 }
10684 // Figure out where we know there are up/down connectors
10685 // Fill in all the tiles we know about (e.g. subway stations)
10686 static const int REVEAL_RADIUS = 40;
10687 for( const tripoint_abs_omt &p : points_in_radius( u.global_omt_location(), REVEAL_RADIUS ) ) {
10688 const tripoint_abs_omt cursp_before( p.xy(), z_before );
10689 const tripoint_abs_omt cursp_after( p.xy(), z_after );
10690
10691 if( !overmap_buffer.seen( cursp_before ) ) {
10692 continue;
10693 }
10694 if( overmap_buffer.has_note( cursp_after ) ) {
10695 // Already has a note -> never add an AUTO-note
10696 continue;
10697 }
10698 const oter_id &ter = overmap_buffer.ter( cursp_before );
10699 const oter_id &ter2 = overmap_buffer.ter( cursp_after );
10700 if( z_after > z_before && ter->has_flag( known_up ) &&
10701 !ter2->has_flag( known_down ) ) {
10702 overmap_buffer.set_seen( cursp_after, true );
10703 overmap_buffer.add_note( cursp_after, string_format( ">:W;%s", _( "AUTO: goes down" ) ) );
10704 } else if( z_after < z_before && ter->has_flag( known_down ) &&
10705 !ter2->has_flag( known_up ) ) {
10706 overmap_buffer.set_seen( cursp_after, true );
10707 overmap_buffer.add_note( cursp_after, string_format( "<:W;%s", _( "AUTO: goes up" ) ) );
10708 }
10709 }
10710}
bool inbounds_z(const int z) const
Definition: map.h:1669
void add_note(const tripoint_abs_omt &, const std::string &message)
@ known_up
Definition: omdata.h:87
@ known_down
Definition: omdata.h:86
bool has_flag(oter_flags flag) const
Definition: omdata.h:258

References _, overmapbuffer::add_note(), debugmsg, Character::global_omt_location(), oter_t::has_flag(), overmapbuffer::has_note(), map::inbounds_z(), known_down, known_up, m, overmap_buffer, points_in_radius(), overmapbuffer::seen(), overmapbuffer::set_seen(), string_format(), overmapbuffer::ter(), and u.

Referenced by vertical_shift().

◆ vertical_shift()

void game::vertical_shift ( int  z_after)

Actual z-level movement part of vertical_move.

Doesn't include stair finding, traps etc.

Definition at line 10635 of file game.cpp.

10636{
10637 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10638 debugmsg( "Tried to get z-level %d outside allowed range of %d-%d",
10639 z_after, -OVERMAP_DEPTH, OVERMAP_HEIGHT );
10640 return;
10641 }
10642
10643 // TODO: Implement dragging stuff up/down
10644 u.grab( OBJECT_NONE );
10645
10646 scent.reset();
10647
10648 u.setz( z_after );
10649 const int z_before = get_levz();
10650 if( !m.has_zlevels() ) {
10652 m.access_cache( z_before ).vehicle_list.clear();
10653 m.access_cache( z_before ).zone_vehicles.clear();
10654 m.access_cache( z_before ).map_memory_seen_cache.reset();
10655 m.set_transparency_cache_dirty( z_before );
10656 m.set_outside_cache_dirty( z_before );
10657 m.load( tripoint( get_levx(), get_levy(), z_after ), true );
10658 shift_monsters( tripoint( 0, 0, z_after - z_before ) );
10659 reload_npcs();
10660 } else {
10661 // Shift the map itself
10662 m.vertical_shift( z_after );
10663 }
10664
10665 m.spawn_monsters( true );
10666 // this may be required after a vertical shift if z-levels are not enabled
10667 // the critter is unloaded/loaded, and it needs to reconstruct its rider data after being reloaded.
10669 vertical_notes( z_before, z_after );
10670}
void setz(int z)
Definition: character.h:794
void vertical_notes(int z_before, int z_after)
Add goes up/down auto_notes (if turned on)
Definition: game.cpp:10672
void set_transparency_cache_dirty(const int zlev)
Sets a dirty flag on the a given cache.
Definition: map.h:410
void set_outside_cache_dirty(const int zlev)
Definition: map.h:447
void vertical_shift(int newz)
Moves the map vertically to (not by!) newz.
Definition: map.cpp:6874
std::set< vehicle * > zone_vehicles
Definition: map.h:363
std::set< vehicle * > vehicle_list
Definition: map.h:362

References map::access_cache(), map::clear_vehicle_cache(), debugmsg, get_levx(), get_levy(), get_levz(), avatar::grab(), map::has_zlevels(), map::load(), m, level_cache::map_memory_seen_cache, OBJECT_NONE, OVERMAP_DEPTH, OVERMAP_HEIGHT, reload_npcs(), scent_map::reset(), scent, map::set_outside_cache_dirty(), map::set_transparency_cache_dirty(), Character::setz(), shift_monsters(), map::spawn_monsters(), u, validate_mounted_npcs(), level_cache::vehicle_list, vertical_notes(), map::vertical_shift(), and level_cache::zone_vehicles.

Referenced by place_player(), and vertical_move().

◆ walk_move()

bool game::walk_move ( const tripoint dest,
bool  via_ramp = false 
)

TODO: This should really use the mounted creatures stamina, if mounted. Monsters don't currently have stamina however. For the time being just don't burn players stamina when mounted.

Dexterity decreases chance of tentacles getting stuck to the ground Intelligence decreases chance of tentacles getting stuck to the ground

Definition at line 8830 of file game.cpp.

8831{
8832 if( m.has_flag_ter( TFLAG_SMALL_PASSAGE, dest_loc ) ) {
8833 if( u.get_size() > MS_MEDIUM ) {
8834 add_msg( m_warning, _( "You can't fit there." ) );
8835 return false; // character too large to fit through a tight passage
8836 }
8837 if( u.is_mounted() ) {
8838 monster *mount = u.mounted_creature.get();
8839 if( mount->get_size() > MS_MEDIUM ) {
8840 add_msg( m_warning, _( "Your mount can't fit there." ) );
8841 return false; // char's mount is too large for tight passages
8842 }
8843 }
8844 }
8845
8846 if( u.is_mounted() ) {
8847 auto mons = u.mounted_creature.get();
8848 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
8849 if( !mons->check_mech_powered() ) {
8850 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
8851 mons->get_name() );
8852 return false;
8853 }
8854 }
8855 if( !mons->move_effects( false ) ) {
8856 add_msg( m_bad, _( "You cannot move as your %s isn't able to move." ), mons->get_name() );
8857 return false;
8858 }
8859 }
8860 const optional_vpart_position vp_here = m.veh_at( u.pos() );
8861 const optional_vpart_position vp_there = m.veh_at( dest_loc );
8862
8863 bool pushing = false; // moving -into- grabbed tile; skip check for move_cost > 0
8864 bool pulling = false; // moving -away- from grabbed tile; check for move_cost > 0
8865 bool shifting_furniture = false; // moving furniture and staying still; skip check for move_cost > 0
8866
8867 const tripoint furn_pos = u.pos() + u.grab_point;
8868 const tripoint furn_dest = dest_loc + u.grab_point;
8869
8870 bool grabbed = u.get_grab_type() != OBJECT_NONE;
8871 if( grabbed ) {
8872 const tripoint dp = dest_loc - u.pos();
8873 pushing = dp == u.grab_point;
8874 pulling = dp == -u.grab_point;
8875 }
8876 if( grabbed && dest_loc.z != u.posz() ) {
8877 add_msg( m_warning, _( "You let go of the grabbed object." ) );
8878 grabbed = false;
8879 u.grab( OBJECT_NONE );
8880 }
8881
8882 // Now make sure we're actually holding something
8883 const vehicle *grabbed_vehicle = nullptr;
8884 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE ) {
8885 // We only care about shifting, because it's the only one that can change our destination
8886 if( m.has_furn( u.pos() + u.grab_point ) ) {
8887 shifting_furniture = !pushing && !pulling;
8888 } else {
8889 // We were grabbing a furniture that isn't there
8890 grabbed = false;
8891 }
8892 } else if( grabbed && u.get_grab_type() == OBJECT_VEHICLE ) {
8893 grabbed_vehicle = veh_pointer_or_null( m.veh_at( u.pos() + u.grab_point ) );
8894 if( grabbed_vehicle == nullptr ) {
8895 // We were grabbing a vehicle that isn't there anymore
8896 grabbed = false;
8897 }
8898 } else if( grabbed ) {
8899 // We were grabbing something WEIRD, let's pretend we weren't
8900 grabbed = false;
8901 }
8902 if( u.grab_point != tripoint_zero && !grabbed ) {
8903 add_msg( m_warning, _( "Can't find grabbed object." ) );
8904 u.grab( OBJECT_NONE );
8905 }
8906
8907 if( m.impassable( dest_loc ) && !pushing && !shifting_furniture ) {
8908 if( vp_there && u.mounted_creature && u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) &&
8909 vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
8910 tripoint diff = dest_loc - u.pos();
8911 if( diff.x < 0 ) {
8912 diff.x -= 2;
8913 } else if( diff.x > 0 ) {
8914 diff.x += 2;
8915 }
8916 if( diff.y < 0 ) {
8917 diff.y -= 2;
8918 } else if( diff.y > 0 ) {
8919 diff.y += 2;
8920 }
8921 u.mounted_creature->shove_vehicle( dest_loc + diff.xy(),
8922 dest_loc );
8923 }
8924 return false;
8925 }
8926 if( vp_there && !vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
8927 return false;
8928 }
8929 if( u.is_mounted() && !pushing && vp_there ) {
8930 add_msg( m_warning, _( "You cannot board a vehicle whilst riding." ) );
8931 return false;
8932 }
8933 u.set_underwater( false );
8934
8935 if( !shifting_furniture && !pushing && is_dangerous_tile( dest_loc ) ) {
8936 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8937 if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "ALWAYS" &&
8938 !prompt_dangerous_tile( dest_loc ) ) {
8939 return true;
8940 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "RUNNING" &&
8941 ( !u.movement_mode_is( CMM_RUN ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8943 _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ),
8944 enumerate_as_string( harmful_stuff ) );
8945 return true;
8946 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "CROUCHING" &&
8947 ( !u.movement_mode_is( CMM_CROUCH ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8949 _( "Stepping into that %1$s looks risky. Crouch and move into it if you wish to enter anyway." ),
8950 enumerate_as_string( harmful_stuff ) );
8951 return true;
8952 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "NEVER" &&
8953 !u.movement_mode_is( CMM_RUN ) ) {
8955 _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ),
8956 enumerate_as_string( harmful_stuff ) );
8957 return true;
8958 }
8959 }
8960 // Used to decide whether to print a 'moving is slow message
8961 const int mcost_from = m.move_cost( u.pos() ); //calculate this _before_ calling grabbed_move
8962
8963 int modifier = 0;
8964 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE && u.pos() + u.grab_point == dest_loc ) {
8965 modifier = -m.furn( dest_loc ).obj().movecost;
8966 }
8967
8968 int multiplier = 1;
8969 if( u.is_on_ground() ) {
8970 multiplier *= 3;
8971 }
8972
8973 const int mcost = m.combined_movecost( u.pos(), dest_loc, grabbed_vehicle, modifier,
8974 via_ramp ) * multiplier;
8975 if( grabbed_move( dest_loc - u.pos() ) ) {
8976 return true;
8977 } else if( mcost == 0 ) {
8978 return false;
8979 }
8980 bool diag = trigdist && u.posx() != dest_loc.x && u.posy() != dest_loc.y;
8981 const int previous_moves = u.moves;
8982 if( u.is_mounted() ) {
8983 auto crit = u.mounted_creature.get();
8984 if( !crit->has_flag( MF_RIDEABLE_MECH ) &&
8985 ( m.has_flag_ter_or_furn( "MOUNTABLE", dest_loc ) ||
8986 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR", dest_loc ) ||
8987 m.has_flag_ter_or_furn( "OPENCLOSE_INSIDE", dest_loc ) ||
8988 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_DAMAGED", dest_loc ) ||
8989 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_REINFORCED", dest_loc ) ) ) {
8990 add_msg( m_warning, _( "You cannot pass obstacles whilst mounted." ) );
8991 return false;
8992 }
8993 const double base_moves = u.run_cost( mcost, diag ) * 100.0 / crit->get_speed();
8994 const double encumb_moves = u.get_weight() / 4800.0_gram;
8995 u.moves -= static_cast<int>( std::ceil( base_moves + encumb_moves ) );
8996 if( u.movement_mode_is( CMM_WALK ) ) {
8997 crit->use_mech_power( -2 );
8998 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
8999 crit->use_mech_power( -1 );
9000 } else if( u.movement_mode_is( CMM_RUN ) ) {
9001 crit->use_mech_power( -3 );
9002 }
9003 } else {
9004 u.moves -= u.run_cost( mcost, diag );
9005 /**
9006 TODO:
9007 This should really use the mounted creatures stamina, if mounted.
9008 Monsters don't currently have stamina however.
9009 For the time being just don't burn players stamina when mounted.
9010 */
9011 if( grabbed_vehicle == nullptr || grabbed_vehicle->wheelcache.empty() ) {
9012 //Burn normal amount of stamina if no vehicle grabbed or vehicle lacks wheels
9013 u.burn_move_stamina( previous_moves - u.moves );
9014 } else {
9015 //Burn half as much stamina if vehicle has wheels, without changing move time
9016 u.burn_move_stamina( 0.50 * ( previous_moves - u.moves ) );
9017 }
9018 }
9019 // Max out recoil & reset aim point
9022
9023 // Print a message if movement is slow
9024 const int mcost_to = m.move_cost( dest_loc ); //calculate this _after_ calling grabbed_move
9025 const bool fungus = m.has_flag_ter_or_furn( "FUNGUS", u.pos() ) ||
9026 m.has_flag_ter_or_furn( "FUNGUS",
9027 dest_loc ); //fungal furniture has no slowing effect on mycus characters
9028 const bool slowed = ( ( !u.has_trait( trait_PARKOUR ) && ( mcost_to > 2 || mcost_from > 2 ) ) ||
9029 mcost_to > 4 || mcost_from > 4 ) &&
9030 !( u.has_trait( trait_M_IMMUNE ) && fungus );
9031 if( slowed && !u.is_mounted() ) {
9032 // Unless u.pos() has a higher movecost than dest_loc, state that dest_loc is the cause
9033 if( mcost_to >= mcost_from ) {
9034 if( auto displayed_part = vp_there.part_displayed() ) {
9035 add_msg( m_warning, _( "Moving onto this %s is slow!" ),
9036 displayed_part->part().name() );
9037 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9038 } else {
9039 add_msg( m_warning, _( "Moving onto this %s is slow!" ), m.name( dest_loc ) );
9040 sfx::do_obstacle( m.ter( dest_loc ).id().str() );
9041 }
9042 } else {
9043 if( auto displayed_part = vp_here.part_displayed() ) {
9044 add_msg( m_warning, _( "Moving off of this %s is slow!" ),
9045 displayed_part->part().name() );
9046 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9047 } else {
9048 add_msg( m_warning, _( "Moving off of this %s is slow!" ), m.name( u.pos() ) );
9049 sfx::do_obstacle( m.ter( u.pos() ).id().str() );
9050 }
9051 }
9052 }
9053 if( !u.is_mounted() && u.has_trait( trait_id( "LEG_TENT_BRACE" ) ) &&
9054 ( !u.footwear_factor() ||
9055 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) {
9056 // DX and IN are long suits for Cephalopods,
9057 // so this shouldn't cause too much hardship
9058 // Presumed that if it's swimmable, they're
9059 // swimming and won't stick
9060 ///\EFFECT_DEX decreases chance of tentacles getting stuck to the ground
9061
9062 ///\EFFECT_INT decreases chance of tentacles getting stuck to the ground
9063 if( !m.has_flag( "SWIMMABLE", dest_loc ) && one_in( 80 + u.dex_cur + u.int_cur ) ) {
9064 add_msg( _( "Your tentacles stick to the ground, but you pull them free." ) );
9065 u.mod_fatigue( 1 );
9066 }
9067 }
9068 if( !u.has_artifact_with( AEP_STEALTH ) && !u.has_trait( trait_id( "DEBUG_SILENT" ) ) ) {
9069 int volume = u.is_stealthy() ? 3 : 6;
9070 volume *= u.mutation_value( "noise_modifier" );
9071 if( volume > 0 ) {
9073 volume = 2;
9074 } else if( u.has_bionic( bionic_id( "bio_ankles" ) ) ) {
9075 volume = 12;
9076 }
9077 if( u.movement_mode_is( CMM_RUN ) ) {
9078 volume *= 1.5;
9079 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9080 volume /= 2;
9081 }
9082 if( u.is_mounted() ) {
9083 auto mons = u.mounted_creature.get();
9084 switch( mons->get_size() ) {
9085 case MS_TINY:
9086 volume = 0; // No sound for the tinies
9087 break;
9088 case MS_SMALL:
9089 volume /= 3;
9090 break;
9091 case MS_MEDIUM:
9092 break;
9093 case MS_LARGE:
9094 volume *= 1.5;
9095 break;
9096 case MS_HUGE:
9097 volume *= 2;
9098 break;
9099 default:
9100 break;
9101 }
9102 if( mons->has_flag( MF_LOUDMOVES ) ) {
9103 volume += 6;
9104 }
9105 sounds::sound( dest_loc, volume, sounds::sound_t::movement, mons->type->get_footsteps(), false,
9106 "none", "none" );
9107 } else {
9108 sounds::sound( dest_loc, volume, sounds::sound_t::movement, _( "footsteps" ), true,
9109 "none", "none" ); // Sound of footsteps may awaken nearby monsters
9110 }
9112 }
9113
9114 if( one_in( 20 ) && u.has_artifact_with( AEP_MOVEMENT_NOISE ) ) {
9115 sounds::sound( u.pos(), 40, sounds::sound_t::movement, _( "a rattling sound." ), true,
9116 "misc", "rattling" );
9117 }
9118 }
9119
9120 if( m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, dest_loc ) ) {
9121 add_msg( m_good, _( "You are hiding in the %s." ), m.name( dest_loc ) );
9122 }
9123
9124 if( dest_loc != u.pos() ) {
9126 }
9127
9128 tripoint oldpos = u.pos();
9129 point submap_shift = place_player( dest_loc );
9130 point ms_shift = sm_to_ms_copy( submap_shift );
9131 oldpos = oldpos - ms_shift;
9132
9133 if( pulling ) {
9134 const tripoint shifted_furn_pos = furn_pos - ms_shift;
9135 const tripoint shifted_furn_dest = furn_dest - ms_shift;
9136 const time_duration fire_age = m.get_field_age( shifted_furn_pos, fd_fire );
9137 const int fire_intensity = m.get_field_intensity( shifted_furn_pos, fd_fire );
9138 m.remove_field( shifted_furn_pos, fd_fire );
9139 m.set_field_intensity( shifted_furn_dest, fd_fire, fire_intensity );
9140 m.set_field_age( shifted_furn_dest, fd_fire, fire_age );
9141 }
9142
9143 if( u.is_hauling() ) {
9144 start_hauling( oldpos );
9145 }
9146
9148
9149 return true;
9150}
void burn_move_stamina(int moves)
Definition: character.cpp:7223
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3220
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3664
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:962
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6751
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
m_size get_size() const override
Get size class of character.
Definition: character.cpp:541
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3240
bool grabbed_move(const tripoint &dp)
Check for dangerous stuff at dest_loc, return false if the player decides not to step there.
Definition: game.cpp:9756
bool is_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8759
const string_id< T > & id() const
Definition: ammo_effect.cpp:33
int combined_movecost(const tripoint &from, const tripoint &to, const vehicle *ignored_vehicle=nullptr, int modifier=0, bool flying=false, bool via_ramp=false) const
Cost to move out of one tile and into the next.
Definition: map.cpp:1835
m_size get_size() const override
Definition: monster.cpp:2672
cata::optional< vpart_reference > part_displayed() const
Definition: vehicle.cpp:2498
bool is_stealthy() const
Returns true if the player has stealthy movement.
cata::optional< tripoint > last_target_pos
Definition: player.h:596
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_MEDIUM
Definition: creature.h:60
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
@ TFLAG_SMALL_PASSAGE
Definition: mapdata.h:320
@ TFLAG_HIDE_PLACE
Definition: mapdata.h:315
@ MF_LOUDMOVES
Definition: mtype.h:175
void fungus(player &p, const tripoint &examp)
Remove furniture.
Definition: iexamine.cpp:2148
void do_obstacle(const std::string &obst="")
Definition: sounds.cpp:1635
void do_footstep()
Definition: sounds.cpp:1612

References _, add_msg(), AEP_MOVEMENT_NOISE, AEP_STEALTH, cata_event_dispatch::avatar_moves(), Character::burn_move_stamina(), CMM_CROUCH, CMM_RUN, CMM_WALK, map::combined_movecost(), Character::dex_cur, sfx::do_footstep(), sfx::do_obstacle(), enumerate_as_string(), fd_fire, Character::footwear_factor(), iexamine::fungus(), map::furn(), get_dangerous_tile(), map::get_field_age(), map::get_field_intensity(), avatar::get_grab_type(), Character::get_size(), monster::get_size(), Character::get_weight(), avatar::grab(), player::grab_point, grabbed_move(), Character::has_artifact_with(), Character::has_bionic(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_furn(), Character::has_trait(), int_id< T >::id(), map::impassable(), Character::int_cur, is_dangerous_tile(), Character::is_hauling(), Character::is_mounted(), Character::is_on_ground(), player::is_stealthy(), Character::is_wearing(), itype_rm13_armor_on, player::last_target_pos, m, m_bad, m_good, m_warning, MAX_RECOIL, MF_LOUDMOVES, MF_RIDEABLE_MECH, Character::mod_fatigue(), Character::mounted_creature, map::move_cost(), map_data_common_t::movecost, sounds::movement, Character::movement_mode_is(), Creature::moves, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, MS_TINY, Character::mutation_value(), map::name(), cata::nullopt, int_id< T >::obj(), OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, on_move_effects(), one_in(), optional_vpart_position::part_displayed(), place_player(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), prompt_dangerous_tile(), Character::recoil, map::remove_field(), Character::run_cost(), map::set_field_age(), map::set_field_intensity(), player::set_underwater(), sm_to_ms_copy(), sounds::sound(), start_hauling(), string_id< T >::str(), map::ter(), TFLAG_HIDE_PLACE, TFLAG_SMALL_PASSAGE, trait_M_IMMUNE, trait_PARKOUR, trigdist, tripoint_zero, u, map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), tripoint::y, and tripoint::z.

Referenced by swap_critters().

◆ win()

void game::win ( )

Marks the game as won.

Doesn't end the game.

Definition at line 2508 of file game.cpp.

2509{
2510 win_screen();
2512 memorial().add(
2513 pgettext( "memorial_male", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2514 pgettext( "memorial_female", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2515 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2516 if( !u.is_dead_state() ) {
2519 }
2520}
void win_screen()
Definition: game.cpp:2522
void add(const std::string &male_msg, const std::string &female_msg)
Adds an event to the memorial log, to be written to the memorial file when the character dies.
const time_point & start_of_game
Definition: calendar.cpp:34

References achievements_tracker_ptr, memorial_logger::add(), Messages::display_messages(), get_kill_tracker(), player::is_dead_state(), memorial(), pgettext(), show_scores_ui(), calendar::start_of_game, stats(), calendar::turn, u, and win_screen().

◆ win_screen()

void game::win_screen ( )
private

Definition at line 2522 of file game.cpp.

2523{
2524 // TODO: Move this wall somewhere
2526 std::string msg = _( "You managed to close the portal and end the invasion!" );
2527 msg += '\n';
2528 if( u.is_dead_state() ) {
2530 "Unfortunately, you had to sacrifice your life to achieve this." );
2531 msg += colorize( t, c_red ) + '\n';
2532 memorial().add(
2533 pgettext( "memorial_male", "Sacrificed his life to close the portal." ),
2534 pgettext( "memorial_female", "Sacrificed her life to close the portal." ) );
2535 } else {
2536 translation t = translation::to_translation( "win_game", "You managed to survive the ordeal." );
2537 msg += colorize( t, c_green ) + '\n';
2538 memorial().add(
2539 pgettext( "memorial_male", "Safely closed the portal." ),
2540 pgettext( "memorial_female", "Safely closed the portal." ) );
2541 }
2542 msg += string_format( _( "It took you %1$.1f days (%2$d seconds)." ),
2543 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2544 // TODO: Print starting stats, traits, skills, all mods ever used, easiest of settings
2545 popup( msg );
2546}
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
static translation to_translation(const std::string &raw)
Store a string, an optional plural form, and an optional context for translation.
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669

References _, memorial_logger::add(), c_green, c_red, colorize(), player::is_dead_state(), memorial(), pgettext(), popup(), calendar::start_of_game, string_format(), translation::to_translation(), calendar::turn, and u.

Referenced by win().

◆ write_memorial_file()

void game::write_memorial_file ( const std::string &  filename,
std::string  sLastWords 
)

Writes information about the character out to a text file timestamped with the time of the file was made.

This serves as a record of the character's state at the time the memorial was made (usually upon death) and accomplishments in a human-readable format.

Definition at line 2911 of file game.cpp.

2912{
2913 const std::string &memorial_dir = PATH_INFO::memorialdir();
2914 const std::string &memorial_active_world_dir = memorial_dir +
2915 world_generator->active_world->world_name + "/";
2916
2917 //Check if both dirs exist. Nested assure_dir_exist fails if the first dir of the nested dir does not exist.
2918 if( !assure_dir_exist( memorial_dir ) ) {
2919 debugmsg( "Could not make '%s' directory", memorial_dir );
2920 return;
2921 }
2922
2923 if( !assure_dir_exist( memorial_active_world_dir ) ) {
2924 debugmsg( "Could not make '%s' directory", memorial_active_world_dir );
2925 return;
2926 }
2927
2928 std::string path = memorial_active_world_dir + filename + ".txt";
2929
2930 write_to_file( path, [&]( std::ostream & fout ) {
2931 memorial().write( fout, sLastWords );
2932 }, _( "player memorial" ) );
2933}
void write(std::ostream &memorial_file, const std::string &epitaph) const
std::string memorialdir()
Definition: path_info.cpp:226

References _, assure_dir_exist(), debugmsg, memorial(), PATH_INFO::memorialdir(), world_generator, memorial_logger::write(), and write_to_file().

Referenced by cleanup_at_end().

◆ zones_manager()

void game::zones_manager ( )

Definition at line 6173 of file game.cpp.

6174{
6175 const tripoint stored_view_offset = u.view_offset;
6176
6178
6179 const int zone_ui_height = 12;
6180 const int zone_options_height = 7;
6181
6182 const int width = 45;
6183
6184 int offsetX = 0;
6185 int max_rows = 0;
6186
6187 catacurses::window w_zones;
6188 catacurses::window w_zones_border;
6189 catacurses::window w_zones_info;
6190 catacurses::window w_zones_info_border;
6191 catacurses::window w_zones_options;
6192
6193 bool show = true;
6194
6195 ui_adaptor ui;
6196 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
6197 if( !show ) {
6198 ui.position( point_zero, point_zero );
6199 return;
6200 }
6201 offsetX = get_option<std::string>( "SIDEBAR_POSITION" ) != "left" ?
6202 TERMX - width : 0;
6203 const int w_zone_height = TERMY - zone_ui_height;
6204 max_rows = w_zone_height - 2;
6205 w_zones = catacurses::newwin( w_zone_height - 2, width - 2,
6206 point( offsetX + 1, 1 ) );
6207 w_zones_border = catacurses::newwin( w_zone_height, width,
6208 point( offsetX, 0 ) );
6209 w_zones_info = catacurses::newwin( zone_ui_height - zone_options_height - 1,
6210 width - 2, point( offsetX + 1, w_zone_height ) );
6211 w_zones_info_border = catacurses::newwin( zone_ui_height, width,
6212 point( offsetX, w_zone_height ) );
6213 w_zones_options = catacurses::newwin( zone_options_height - 1, width - 2,
6214 point( offsetX + 1, TERMY - zone_options_height ) );
6215
6216 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
6217 } );
6218 ui.mark_resize();
6219
6220 std::string action;
6221 input_context ctxt( "ZONES_MANAGER" );
6222 ctxt.register_cardinal();
6223 ctxt.register_action( "CONFIRM" );
6224 ctxt.register_action( "QUIT" );
6225 ctxt.register_action( "ADD_ZONE" );
6226 ctxt.register_action( "REMOVE_ZONE" );
6227 ctxt.register_action( "MOVE_ZONE_UP" );
6228 ctxt.register_action( "MOVE_ZONE_DOWN" );
6229 ctxt.register_action( "SHOW_ZONE_ON_MAP" );
6230 ctxt.register_action( "ENABLE_ZONE" );
6231 ctxt.register_action( "DISABLE_ZONE" );
6232 ctxt.register_action( "SHOW_ALL_ZONES" );
6233 ctxt.register_action( "HELP_KEYBINDINGS" );
6234
6235 auto &mgr = zone_manager::get_manager();
6236 int start_index = 0;
6237 int active_index = 0;
6238 bool blink = false;
6239 bool stuff_changed = false;
6240 bool show_all_zones = false;
6241 int zone_cnt = 0;
6242
6243 // get zones on the same z-level, with distance between player and
6244 // zone center point <= 50 or all zones, if show_all_zones is true
6245 auto get_zones = [&]() {
6246 std::vector<zone_manager::ref_zone_data> zones;
6247 if( show_all_zones ) {
6248 zones = mgr.get_zones();
6249 } else {
6250 const tripoint &u_abs_pos = m.getabs( u.pos() );
6251 for( zone_manager::ref_zone_data &ref : mgr.get_zones() ) {
6252 const tripoint &zone_abs_pos = ref.get().get_center_point();
6253 if( u_abs_pos.z == zone_abs_pos.z && rl_dist( u_abs_pos, zone_abs_pos ) <= 50 ) {
6254 zones.emplace_back( ref );
6255 }
6256 }
6257 }
6258 zone_cnt = static_cast<int>( zones.size() );
6259 return zones;
6260 };
6261
6262 auto zones = get_zones();
6263
6264 auto zones_manager_options = [&]() {
6265 werase( w_zones_options );
6266
6267 if( zone_cnt > 0 ) {
6268 const auto &zone = zones[active_index].get();
6269
6270 if( zone.has_options() ) {
6271 const auto &descriptions = zone.get_options().get_descriptions();
6272
6273 // NOLINTNEXTLINE(cata-use-named-point-constants)
6274 mvwprintz( w_zones_options, point( 1, 0 ), c_white, _( "Options" ) );
6275
6276 int y = 1;
6277 for( const auto &desc : descriptions ) {
6278 mvwprintz( w_zones_options, point( 3, y ), c_white, desc.first );
6279 mvwprintz( w_zones_options, point( 20, y ), c_white, desc.second );
6280 y++;
6281 }
6282 }
6283 }
6284
6285 wnoutrefresh( w_zones_options );
6286 };
6287
6288 cata::optional<tripoint> zone_start;
6289 cata::optional<tripoint> zone_end;
6290 bool zone_blink = false;
6291 bool zone_cursor = false;
6293 zone_start, zone_end, zone_blink, zone_cursor );
6294 add_draw_callback( zone_cb );
6295
6296 auto query_position =
6297 [&]() -> cata::optional<std::pair<tripoint, tripoint>> {
6298 on_out_of_scope invalidate_current_ui( [&]()
6299 {
6300 ui.mark_resize();
6301 } );
6302 restore_on_out_of_scope<bool> show_prev( show );
6303 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6304 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6305 show = false;
6306 zone_start = cata::nullopt;
6307 zone_end = cata::nullopt;
6308 ui.mark_resize();
6309
6311 popup.on_top( true );
6312 popup.message( "%s", _( "Select first point." ) );
6313
6315
6316 const look_around_result first = look_around( /*show_window=*/false, center, center, false, true,
6317 false );
6318 if( first.position )
6319 {
6320 popup.message( "%s", _( "Select second point." ) );
6321
6322 const look_around_result second = look_around( /*show_window=*/false, center, *first.position,
6323 true, true, false );
6324 if( second.position ) {
6325 tripoint first_abs = m.getabs( tripoint( std::min( first.position->x,
6326 second.position->x ),
6327 std::min( first.position->y, second.position->y ),
6328 std::min( first.position->z,
6329 second.position->z ) ) );
6330 tripoint second_abs = m.getabs( tripoint( std::max( first.position->x,
6331 second.position->x ),
6332 std::max( first.position->y, second.position->y ),
6333 std::max( first.position->z,
6334 second.position->z ) ) );
6335 return std::pair<tripoint, tripoint>( first_abs, second_abs );
6336 }
6337 }
6338
6339 return cata::nullopt;
6340 };
6341
6342 ui.on_redraw( [&]( const ui_adaptor & ) {
6343 if( !show ) {
6344 return;
6345 }
6346 zones_manager_draw_borders( w_zones_border, w_zones_info_border, zone_ui_height, width );
6347 zones_manager_shortcuts( w_zones_info );
6348
6349 if( zone_cnt == 0 ) {
6350 werase( w_zones );
6351 mvwprintz( w_zones, point( 2, 5 ), c_white, _( "No Zones defined." ) );
6352
6353 } else {
6354 werase( w_zones );
6355
6356 calcStartPos( start_index, active_index, max_rows, zone_cnt );
6357
6358 draw_scrollbar( w_zones_border, active_index, max_rows, zone_cnt, point_south );
6359 wnoutrefresh( w_zones_border );
6360
6361 int iNum = 0;
6362
6363 tripoint player_absolute_pos = m.getabs( u.pos() );
6364
6365 //Display saved zones
6366 for( auto &i : zones ) {
6367 if( iNum >= start_index &&
6368 iNum < start_index + ( ( max_rows > zone_cnt ) ? zone_cnt : max_rows ) ) {
6369 const auto &zone = i.get();
6370
6371 nc_color colorLine = ( zone.get_enabled() ) ? c_white : c_light_gray;
6372
6373 if( iNum == active_index ) {
6374 mvwprintz( w_zones, point( 0, iNum - start_index ), c_yellow, "%s", ">>" );
6375 colorLine = ( zone.get_enabled() ) ? c_light_green : c_green;
6376 }
6377
6378 //Draw Zone name
6379 mvwprintz( w_zones, point( 3, iNum - start_index ), colorLine,
6380 trim_by_length( zone.get_name(), 15 ) );
6381
6382 //Draw Type name
6383 mvwprintz( w_zones, point( 20, iNum - start_index ), colorLine,
6384 mgr.get_name_from_type( zone.get_type() ) );
6385
6386 tripoint center = zone.get_center_point();
6387
6388 //Draw direction + distance
6389 mvwprintz( w_zones, point( 32, iNum - start_index ), colorLine, "%*d %s",
6390 5, static_cast<int>( trig_dist( player_absolute_pos, center ) ),
6391 direction_name_short( direction_from( player_absolute_pos,
6392 center ) ) );
6393
6394 //Draw Vehicle Indicator
6395 mvwprintz( w_zones, point( 41, iNum - start_index ), colorLine,
6396 zone.get_is_vehicle() ? "*" : "" );
6397 }
6398 iNum++;
6399 }
6400
6401 // Display zone options
6402 zones_manager_options();
6403 }
6404
6405 wnoutrefresh( w_zones );
6406 } );
6407
6408 zones_manager_open = true;
6409 do {
6410 if( action == "ADD_ZONE" ) {
6411 do { // not a loop, just for quick bailing out if canceled
6412 const auto maybe_id = mgr.query_type();
6413 if( !maybe_id.has_value() ) {
6414 break;
6415 }
6416
6417 const zone_type_id &id = maybe_id.value();
6418 auto options = zone_options::create( id );
6419
6420 if( !options->query_at_creation() ) {
6421 break;
6422 }
6423
6424 auto default_name = options->get_zone_name_suggestion();
6425 if( default_name.empty() ) {
6426 default_name = mgr.get_name_from_type( id );
6427 }
6428 const auto maybe_name = mgr.query_name( default_name );
6429 if( !maybe_name.has_value() ) {
6430 break;
6431 }
6432 const std::string &name = maybe_name.value();
6433
6434 const auto position = query_position();
6435 if( !position ) {
6436 break;
6437 }
6438
6439 mgr.add( name, id, g->u.get_faction()->id, false, true, position->first,
6440 position->second, options );
6441
6442 zones = get_zones();
6443 active_index = zone_cnt - 1;
6444
6445 stuff_changed = true;
6446 } while( false );
6447
6448 blink = false;
6449 } else if( action == "SHOW_ALL_ZONES" ) {
6450 show_all_zones = !show_all_zones;
6451 zones = get_zones();
6452 active_index = 0;
6453 } else if( zone_cnt > 0 ) {
6454 if( action == "UP" ) {
6455 active_index--;
6456 if( active_index < 0 ) {
6457 active_index = zone_cnt - 1;
6458 }
6459 blink = false;
6460 } else if( action == "DOWN" ) {
6461 active_index++;
6462 if( active_index >= zone_cnt ) {
6463 active_index = 0;
6464 }
6465 blink = false;
6466 } else if( action == "REMOVE_ZONE" ) {
6467 if( active_index < zone_cnt ) {
6468 mgr.remove( zones[active_index] );
6469 zones = get_zones();
6470 active_index--;
6471
6472 if( active_index < 0 ) {
6473 active_index = 0;
6474 }
6475 }
6476 blink = false;
6477 stuff_changed = true;
6478
6479 } else if( action == "CONFIRM" ) {
6480 auto &zone = zones[active_index].get();
6481
6482 uilist as_m;
6483 as_m.text = _( "What do you want to change:" );
6484 as_m.entries.emplace_back( 1, true, '1', _( "Edit name" ) );
6485 as_m.entries.emplace_back( 2, true, '2', _( "Edit type" ) );
6486 as_m.entries.emplace_back( 3, zone.get_options().has_options(), '3',
6487 zone.get_type() == zone_type_id( "LOOT_CUSTOM" ) ? _( "Edit filter" ) : _( "Edit options" ) );
6488 as_m.entries.emplace_back( 4, !zone.get_is_vehicle(), '4', _( "Edit position" ) );
6489 // TODO: Enable moving vzone after vehicle zone can be bigger than 1*1
6490 as_m.entries.emplace_back( 5, !zone.get_is_vehicle(), '5', _( "Move position" ) );
6491 as_m.query();
6492
6493 switch( as_m.ret ) {
6494 case 1:
6495 if( zone.set_name() ) {
6496 stuff_changed = true;
6497 }
6498 break;
6499 case 2:
6500 if( zone.set_type() ) {
6501 stuff_changed = true;
6502 }
6503 break;
6504 case 3:
6505 if( zone.get_options().query() ) {
6506 stuff_changed = true;
6507 }
6508 break;
6509 case 4: {
6510 const auto pos = query_position();
6511 if( pos && ( pos->first != zone.get_start_point() ||
6512 pos->second != zone.get_end_point() ) ) {
6513 zone.set_position( *pos );
6514 stuff_changed = true;
6515 }
6516 break;
6517 }
6518 case 5: {
6519 on_out_of_scope invalidate_current_ui( [&]() {
6520 ui.mark_resize();
6521 } );
6522 restore_on_out_of_scope<bool> show_prev( show );
6523 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6524 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6525 show = false;
6526 zone_start = cata::nullopt;
6527 zone_end = cata::nullopt;
6528 ui.mark_resize();
6529 static_popup message_pop;
6530 message_pop.on_top( true );
6531 message_pop.message( "%s", _( "Moving zone." ) );
6532 const auto zone_local_start_point = m.getlocal( zone.get_start_point() );
6533 const auto zone_local_end_point = m.getlocal( zone.get_end_point() );
6534 // local position of the zone center, used to calculate the u.view_offset,
6535 // could center the screen to the position it represents
6536 auto view_center = m.getlocal( zone.get_center_point() );
6537 const look_around_result result_local = look_around( false, view_center,
6538 zone_local_start_point, false, false,
6539 false, true, zone_local_end_point );
6540 if( result_local.position ) {
6541 const auto new_start_point = m.getabs( *result_local.position );
6542 if( new_start_point == zone.get_start_point() ) {
6543 break; // Nothing changed, don't save
6544 }
6545
6546 const auto new_end_point = zone.get_end_point() - zone.get_start_point() + new_start_point;
6547 zone.set_position( std::pair<tripoint, tripoint>( new_start_point, new_end_point ) );
6548 stuff_changed = true;
6549 }
6550 }
6551 break;
6552 default:
6553 break;
6554 }
6555
6556 blink = false;
6557 } else if( action == "MOVE_ZONE_UP" && zone_cnt > 1 ) {
6558 if( active_index < zone_cnt - 1 ) {
6559 mgr.swap( zones[active_index], zones[active_index + 1] );
6560 zones = get_zones();
6561 active_index++;
6562 }
6563 blink = false;
6564 stuff_changed = true;
6565
6566 } else if( action == "MOVE_ZONE_DOWN" && zone_cnt > 1 ) {
6567 if( active_index > 0 ) {
6568 mgr.swap( zones[active_index], zones[active_index - 1] );
6569 zones = get_zones();
6570 active_index--;
6571 }
6572 blink = false;
6573 stuff_changed = true;
6574
6575 } else if( action == "SHOW_ZONE_ON_MAP" ) {
6576 //show zone position on overmap;
6577 tripoint_abs_omt player_overmap_position = u.global_omt_location();
6578 // TODO: fix point types
6579 tripoint_abs_omt zone_overmap( ms_to_omt_copy( zones[active_index].get().get_center_point() ) );
6580
6581 ui::omap::display_zones( player_overmap_position, zone_overmap, active_index );
6582 } else if( action == "ENABLE_ZONE" ) {
6583 zones[active_index].get().set_enabled( true );
6584
6585 stuff_changed = true;
6586
6587 } else if( action == "DISABLE_ZONE" ) {
6588 zones[active_index].get().set_enabled( false );
6589
6590 stuff_changed = true;
6591 }
6592 }
6593
6594 if( zone_cnt > 0 ) {
6595 blink = !blink;
6596 const auto &zone = zones[active_index].get();
6597 zone_start = m.getlocal( zone.get_start_point() );
6598 zone_end = m.getlocal( zone.get_end_point() );
6599 ctxt.set_timeout( BLINK_SPEED );
6600 } else {
6601 blink = false;
6602 zone_start = zone_end = cata::nullopt;
6603 ctxt.reset_timeout();
6604 }
6605
6606 // Actually accessed from the terrain overlay callback `zone_cb` in the
6607 // call to `ui_manager::redraw`.
6608 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6609 zone_blink = blink;
6611
6613
6614 //Wait for input
6615 action = ctxt.handle_input();
6616 } while( action != "QUIT" );
6617 zones_manager_open = false;
6618 ctxt.reset_timeout();
6619 zone_cb = nullptr;
6620
6621 if( stuff_changed ) {
6622 auto &zones = zone_manager::get_manager();
6623 if( query_yn( _( "Save changes?" ) ) ) {
6624 zones.save_zones();
6625 } else {
6626 zones.load_zones();
6627 }
6628
6629 zones.cache_data();
6630 }
6631
6632 u.view_offset = stored_view_offset;
6633}
query_popup & on_top(bool top)
Whether to show the popup on the top of the screen.
Definition: popup.cpp:59
std::reference_wrapper< zone_data > ref_zone_data
Definition: clzones.h:345
static shared_ptr_fast< zone_options > create(const zone_type_id &type)
Definition: clzones.cpp:185
int trig_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:512
static void zones_manager_shortcuts(const catacurses::window &w_info)
Definition: game.cpp:6108
static void zones_manager_draw_borders(const catacurses::window &w_border, const catacurses::window &w_info_border, const int iInfoHeight, const int width)
Definition: game.cpp:6131
std::string options()
Definition: path_info.cpp:238
const std::set< itype_id > & get()
void display_zones(const tripoint_abs_omt &center, const tripoint_abs_omt &select, int iZoneIndex)
Display overmap like with display() and display the given zone.
std::string trim_by_length(const std::string &text, int width)
Definition: output.cpp:224
cata::optional< tripoint > position
Definition: game.h:127

References _, action, add_draw_callback(), BLINK_SPEED, c_green, c_light_gray, c_light_green, c_white, c_yellow, calcStartPos(), center, zone_options::create(), create_zone_callback(), direction_from(), direction_name_short(), ui::omap::display_zones(), draw_scrollbar(), uilist::entries, g, charge_removal_blacklist::get(), zone_manager::get_manager(), map::getabs(), map::getlocal(), Character::global_omt_location(), input_context::handle_input(), invalidate_main_ui_adaptor(), look_around(), m, query_popup::message(), ms_to_omt_copy(), mvwprintz(), om_direction::name(), catacurses::newwin(), cata::nullopt, query_popup::on_top(), PATH_INFO::options(), point_south, point_zero, popup(), Character::pos(), look_around_result::position, uilist::query(), query_yn(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), input_context::reset_timeout(), uilist::ret, rl_dist(), second, input_context::set_timeout(), TERMX, TERMY, uilist::text, trig_dist(), trim_by_length(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::z, zones_manager_draw_borders(), zones_manager_open, and zones_manager_shortcuts().

Referenced by handle_action().

◆ zoom_in()

void game::zoom_in ( )

Definition at line 7133 of file game.cpp.

7134{
7135#if defined(TILES)
7136 if( tileset_zoom == 64 ) {
7137 tileset_zoom = MAXIMUM_ZOOM_LEVEL;
7138 } else {
7140 }
7141 rescale_tileset( tileset_zoom );
7142#endif
7143}

References tileset_zoom.

Referenced by handle_action(), and look_around().

◆ zoom_out()

void game::zoom_out ( )

Definition at line 7121 of file game.cpp.

7122{
7123#if defined(TILES)
7124 if( tileset_zoom > MAXIMUM_ZOOM_LEVEL ) {
7126 } else {
7127 tileset_zoom = 64;
7128 }
7129 rescale_tileset( tileset_zoom );
7130#endif
7131}

References tileset_zoom.

Referenced by handle_action(), and look_around().

Friends And Related Function Documentation

◆ advanced_inventory

friend class advanced_inventory
friend

Definition at line 146 of file game.h.

◆ Creature_range

friend class Creature_range
friend

Definition at line 360 of file game.h.

Referenced by all_creatures().

◆ editmap

friend class editmap
friend

Definition at line 145 of file game.h.

◆ get_avatar

avatar & get_avatar ( )
friend

Definition at line 102 of file avatar.cpp.

103{
104 return g->u;
105}

Referenced by butcher_submenu().

◆ get_distribution_grid_tracker

distribution_grid_tracker & get_distribution_grid_tracker ( )
friend

Returns distribution grid tracker that is a part of the global game *g.

game TODO: This wouldn't be required in an ideal world

Definition at line 12124 of file game.cpp.

12125{
12126 return *g->grid_tracker_ptr;
12127}

◆ get_map

map & get_map ( )
friend

Definition at line 144 of file map.cpp.

145{
146 return g->m;
147}

Referenced by check_art_charge_req(), extended_description(), find_empty_spot_nearby(), get_fire_fuel_string(), and print_terrain_info().

◆ get_player_character

Character & get_player_character ( )
friend

Definition at line 387 of file character.cpp.

388{
389 return g->u;
390}

◆ get_weather

weather_manager & get_weather ( )
friend

Definition at line 64 of file weather.cpp.

65{
66 return *g->weather_manager_ptr;
67}

Referenced by do_turn(), get_player_input(), is_in_sunlight(), load(), natural_light_level(), place_player_overmap(), serialize_master(), setup(), start_game(), and unserialize_master().

◆ main_menu

friend class main_menu
friend

Definition at line 147 of file game.h.

◆ monster_range

friend class monster_range
friend

Definition at line 359 of file game.h.

Referenced by all_monsters().

Member Data Documentation

◆ achievements_tracker_ptr

pimpl<achievements_tracker> game::achievements_tracker_ptr
private

Definition at line 976 of file game.h.

Referenced by death_screen(), game(), handle_action(), serialize(), setup(), unserialize(), and win().

◆ active_npc

◆ auto_travel_mode

bool game::auto_travel_mode = false

Definition at line 1039 of file game.h.

Referenced by handle_action(), serialize(), and unserialize().

◆ bVMonsterLookFire

bool game::bVMonsterLookFire = false
private

Definition at line 1056 of file game.h.

Referenced by list_monsters(), look_around(), and setup().

◆ coming_to_stairs

std::vector<monster> game::coming_to_stairs

◆ critter_died

bool game::critter_died = false
private

Has anything died in this turn and needs to be cleaned up?

Definition at line 1070 of file game.h.

Referenced by cleanup_dead(), and set_critter_died().

◆ critter_tracker

◆ debug_hour_timer

◆ debug_pathfinding

bool game::debug_pathfinding = false

Definition at line 1020 of file game.h.

◆ debug_submap_grid_overlay

bool game::debug_submap_grid_overlay = false

Definition at line 1021 of file game.h.

◆ destination_preview

std::vector<tripoint> game::destination_preview
private

◆ displaying_lighting_condition

int game::displaying_lighting_condition = 0

Type of lighting condition overlay to display.

Definition at line 1033 of file game.h.

◆ displaying_overlays

cata::optional<action_id> game::displaying_overlays
private

Definition at line 940 of file game.h.

Referenced by display_overlay_state(), and display_toggle_overlay().

◆ displaying_visibility_creature

Creature* game::displaying_visibility_creature

Creature for which to display the visibility map.

Definition at line 1031 of file game.h.

Referenced by display_visibility().

◆ draw_callbacks

std::vector<weak_ptr_fast<draw_callback_t> > game::draw_callbacks
private

Definition at line 251 of file game.h.

Referenced by add_draw_callback(), and draw().

◆ driving_view_offset

point game::driving_view_offset

Definition at line 1018 of file game.h.

Referenced by calc_driving_offset(), do_turn(), handle_action(), and set_driving_view_offset().

◆ event_bus_ptr

pimpl<event_bus> game::event_bus_ptr
private

Definition at line 974 of file game.h.

Referenced by events().

◆ faction_manager_ptr

◆ first_redraw_since_waiting_started

bool game::first_redraw_since_waiting_started = true
private

Is this the first redraw since waiting (sleeping or activity) started.

Definition at line 1072 of file game.h.

Referenced by do_turn(), and game().

◆ follower_ids

std::set<character_id> game::follower_ids
private

◆ fullscreen

bool game::fullscreen = false

◆ gamemode

std::unique_ptr<special_game> game::gamemode
private

◆ grid_tracker_ptr

pimpl<distribution_grid_tracker> game::grid_tracker_ptr
private

Definition at line 980 of file game.h.

Referenced by do_turn(), load_map(), on_options_changed(), and update_map().

◆ is_looking

bool game::is_looking = false
private

Definition at line 250 of file game.h.

Referenced by draw_ter(), and look_around().

◆ kill_tracker_ptr

pimpl<kill_tracker> game::kill_tracker_ptr
private

Definition at line 977 of file game.h.

Referenced by game(), get_kill_tracker(), serialize(), setup(), and unserialize().

◆ last_mouse_edge_scroll

std::chrono::time_point<std::chrono::steady_clock> game::last_mouse_edge_scroll
private

Definition at line 1089 of file game.h.

Referenced by mouse_edge_scrolling().

◆ last_mouse_edge_scroll_vector_overmap

tripoint game::last_mouse_edge_scroll_vector_overmap
private

Definition at line 1091 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_mouse_edge_scroll_vector_terrain

tripoint game::last_mouse_edge_scroll_vector_terrain
private

Definition at line 1090 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_save_timestamp

time_t game::last_save_timestamp
private

Definition at line 1062 of file game.h.

Referenced by autosave(), init_autosave(), and quicksave().

◆ latest_lightlevels

std::array<float, OVERMAP_LAYERS> game::latest_lightlevels
mutableprivate

Definition at line 1063 of file game.h.

Referenced by natural_light_level(), and reset_light_level().

◆ list_item_downvote

std::string game::list_item_downvote
private

Definition at line 1053 of file game.h.

Referenced by list_items().

◆ list_item_upvote

std::string game::list_item_upvote
private

Definition at line 1052 of file game.h.

Referenced by list_items().

◆ liveview

live_view& game::liveview
private

Definition at line 971 of file game.h.

Referenced by draw_look_around_cursor(), and handle_mouseview().

◆ liveview_ptr

pimpl<live_view> game::liveview_ptr
private

Definition at line 970 of file game.h.

◆ m

map& game::m

Definition at line 984 of file game.h.

Referenced by autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), catch_a_monster(), check_near_zone(), check_zone(), control_vehicle(), disable_robot(), disp_NPCs(), do_turn(), draw(), draw_bullet(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_look_around_cursor(), draw_ter(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_cur_om(), get_dangerous_tile(), get_fishable_locations(), get_levx(), get_levy(), get_levz(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_veh_move(), handle_action(), is_empty(), is_game_over(), is_in_sunlight(), is_sheltered(), knockback(), list_items(), list_monsters(), load(), load_map(), load_npcs(), look_around(), mon_info_update(), monmove(), moving_vehicle_dismount(), peek(), perhaps_add_random_npc(), phasing_move(), pickup(), place_critter_around(), place_player(), place_player_overmap(), place_vehicle_nearby(), pre_print_all_tile_info(), print_all_tile_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_artifact(), prompt_dangerous_tile(), remoteveh(), save_cyborg(), save_maps(), serialize(), setup(), shift_monsters(), start_game(), start_hauling(), swap_critters(), try_get_left_click_action(), try_get_right_click_action(), update_map(), update_stair_monsters(), use_computer(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), and zones_manager().

◆ main_ui_adaptor

weak_ptr_fast<ui_adaptor> game::main_ui_adaptor
private

◆ map_ptr

pimpl<map> game::map_ptr
private

Definition at line 968 of file game.h.

◆ memorial_logger_ptr

pimpl<memorial_logger> game::memorial_logger_ptr
private

Definition at line 978 of file game.h.

Referenced by game(), and memorial().

◆ monstairz

int game::monstairz = 0

Definition at line 1005 of file game.h.

Referenced by update_stair_monsters(), and vertical_move().

◆ mostseen

int game::mostseen = 0

◆ moves_since_last_save

int game::moves_since_last_save = 0
private

Definition at line 1061 of file game.h.

Referenced by do_turn(), get_moves_since_last_save(), init_autosave(), quickload(), and quicksave().

◆ new_game

bool game::new_game = false

True if the game has just started or loaded, else false.

Definition at line 1001 of file game.h.

Referenced by do_turn(), setup(), and start_game().

◆ next_mission_id

int game::next_mission_id = 0
private

Definition at line 1059 of file game.h.

Referenced by assign_mission_id(), serialize_master(), setup(), and unserialize_master().

◆ next_npc_id

character_id game::next_npc_id
private

Definition at line 1057 of file game.h.

Referenced by assign_npc_id(), serialize_master(), setup(), and unserialize_master().

◆ npcs_dirty

bool game::npcs_dirty = false
private

Has a NPC been spawned since last load?

Definition at line 1068 of file game.h.

Referenced by do_turn(), load_npcs(), and set_npcs_dirty().

◆ queue_screenshot

bool game::queue_screenshot = false

Definition at line 1040 of file game.h.

Referenced by do_turn().

◆ remoteveh_cache

vehicle* game::remoteveh_cache
private

Definition at line 1066 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ remoteveh_cache_time

time_point game::remoteveh_cache_time
private

Definition at line 1065 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ right_sidebar

bool game::right_sidebar = false

Definition at line 1036 of file game.h.

◆ safe_mode

◆ safe_mode_warning_logged

bool game::safe_mode_warning_logged = false
private

Definition at line 1055 of file game.h.

Referenced by check_safe_mode_allowed(), handle_action(), and set_safe_mode().

◆ scen

const scenario* game::scen

Definition at line 1003 of file game.h.

Referenced by start_calendar(), and start_game().

◆ scent

scent_map& game::scent

Definition at line 986 of file game.h.

Referenced by display_scent(), do_turn(), serialize(), setup(), unserialize(), update_map(), and vertical_shift().

◆ scent_ptr

pimpl<scent_map> game::scent_ptr
private

Definition at line 972 of file game.h.

◆ seed

unsigned int game::seed = 0
private

Seed for all the random numbers that should have consistent randomness (weather).

Definition at line 1084 of file game.h.

Referenced by get_seed(), serialize_master(), start_game(), and unserialize_master().

◆ sFilter

std::string game::sFilter
private

Definition at line 1051 of file game.h.

Referenced by list_items(), and reset_item_list_state().

◆ show_panel_adm

bool game::show_panel_adm = false

Definition at line 1035 of file game.h.

Referenced by draw_panels(), and load_static_data().

◆ spell_events_ptr

pimpl<spell_events> game::spell_events_ptr
private

Definition at line 979 of file game.h.

Referenced by game(), and spell_events_subscriber().

◆ stats_tracker_ptr

pimpl<stats_tracker> game::stats_tracker_ptr
private

Definition at line 975 of file game.h.

Referenced by game(), serialize(), stats(), and unserialize().

◆ ter_view_p

tripoint game::ter_view_p

Definition at line 1007 of file game.h.

Referenced by draw(), and draw_ter().

◆ tileset_zoom

int game::tileset_zoom = 0
private

How far the tileset should be zoomed out, 16 is default.

32 is zoomed in by x2, 8 is zoomed out by x0.5

Definition at line 1081 of file game.h.

Referenced by get_zoom(), look_around(), mouse_edge_scrolling_terrain(), reset_zoom(), set_zoom(), zoom_in(), and zoom_out().

◆ timed_event_manager_ptr

pimpl<timed_event_manager> game::timed_event_manager_ptr
private

Definition at line 973 of file game.h.

◆ timed_events

timed_event_manager& game::timed_events

Definition at line 987 of file game.h.

Referenced by do_turn(), natural_light_level(), and setup().

◆ token_provider_ptr

pimpl<drop_token_provider> game::token_provider_ptr

Definition at line 996 of file game.h.

Referenced by serialize(), setup(), and unserialize().

◆ turnssincelastmon

int game::turnssincelastmon = 0

Definition at line 1042 of file game.h.

Referenced by handle_action(), mon_info_update(), and setup().

◆ u

avatar& game::u

Definition at line 985 of file game.h.

Referenced by add_npc_follower(), autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), calc_driving_offset(), cancel_activity_or_ignore_query(), cancel_activity_query(), catch_a_monster(), centerlistview(), chat(), check_safe_mode_allowed(), cleanup_at_end(), control_vehicle(), create_starting_npcs(), critter_at(), critter_by_id(), disable_robot(), disp_NPCs(), display_scent(), do_turn(), draw(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_line(), draw_look_around_cursor(), draw_minimap(), draw_panels(), draw_ter(), draw_trail_to_square(), draw_veh_dir_indicator(), drop(), drop_in_direction(), exam_vehicle(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), fungal_effects::fungalize(), get_dangerous_tile(), get_player_base_save_path(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_move(), grabbed_veh_move(), handle_action(), handle_key_blocking_activity(), inv_map_splice(), is_game_over(), is_hostile_within(), is_in_viewport(), item_action_menu(), knockback(), list_items(), list_items_monsters(), list_missions(), list_monsters(), load(), look_around(), mon_info(), mon_info_update(), monmove(), move_save_to_graveyard(), moving_vehicle_dismount(), npc_menu(), on_move_effects(), open_consume_item_menu(), open_gate(), overmap_npc_move(), peek(), perhaps_add_random_npc(), phasing_move(), pickup_feet(), place_player(), place_player_overmap(), print_all_tile_info(), print_creature_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_activity(), process_artifact(), process_voluntary_act_interrupt(), prompt_dangerous_tile(), quickload(), remoteveh(), remove_npc_follower(), save(), save_player_data(), serialize(), set_driving_view_offset(), setremoteveh(), shared_from(), slip_down(), fungal_effects::spread_fungus_one_tile(), start_game(), start_hauling(), try_get_left_click_action(), try_get_right_click_action(), unserialize(), update_map(), update_overmap_seen(), update_stair_monsters(), use_computer(), validate_camps(), validate_npc_followers(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), win(), win_screen(), and zones_manager().

◆ u_ptr

pimpl<avatar> game::u_ptr
private

Definition at line 969 of file game.h.

◆ u_shared_ptr

shared_ptr_fast<player> game::u_shared_ptr
private

Definition at line 1046 of file game.h.

Referenced by shared_from().

◆ uquit

quit_status game::uquit

Used in main.cpp to determine what type of quit is being performed.

Definition at line 999 of file game.h.

Referenced by cleanup_at_end(), do_turn(), get_player_input(), handle_action(), is_game_over(), and setup().

◆ user_action_counter

int game::user_action_counter = 0
private

Definition at line 1078 of file game.h.

Referenced by get_user_action_counter(), and handle_action().

◆ w_minimap

catacurses::window game::w_minimap

Definition at line 1011 of file game.h.

Referenced by create_or_get_main_ui_adaptor(), and draw_minimap().

◆ w_minimap_ptr

catacurses::window game::w_minimap_ptr
private

Definition at line 1049 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ w_omlegend

catacurses::window game::w_omlegend

Definition at line 1010 of file game.h.

◆ w_overmap

catacurses::window game::w_overmap

Definition at line 1009 of file game.h.

◆ w_pixel_minimap

catacurses::window game::w_pixel_minimap

◆ w_terrain

◆ w_terrain_ptr

catacurses::window game::w_terrain_ptr
private

Definition at line 1048 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ wait_popup

std::unique_ptr<static_popup> game::wait_popup
private

Definition at line 1097 of file game.h.

Referenced by do_turn().

◆ was_fullscreen

bool game::was_fullscreen = false

Definition at line 1038 of file game.h.

Referenced by load_static_data(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ weather_manager_ptr

pimpl<weather_manager> game::weather_manager_ptr
private

Definition at line 981 of file game.h.

◆ zones_manager_open

bool game::zones_manager_open = false
private

Is Zone manager open or not - changes graphics of some zone tiles.

Definition at line 1074 of file game.h.

Referenced by is_zones_manager_open(), and zones_manager().


The documentation for this class was generated from the following files: